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DONKEY KONG 64 APE ESCAPE READY 2 RUMBLE 




























































































poinT of impacT: seqa oreamcasT 



i_oao up with Hi-TecH super BazooKas, 
gaTLing guns ana acia BLasiers 
againsT si menacing monsTers with 
unique moaes op aTTacK. 


expLore Dinosaur isLana as eLiTe 
sea rescue organizaTion memBer 
eliot BaLLaoe or former Heavy 
weapons experr Dogs Bower. 



uncover the secreT of Dinosaur iSLano. 



CLIMAX 


GRAPHICS 


AcliVisioH 


www.acTivision.com 

Sega#Dreamcast 



0 1999 SEGA ENTERPRISES. LTO. Sega. Sega Dreamcast and Blue Stinger are trademarks of SEGA. This game is licensed for use with the Sega Dreamcast system only. 
Published and distributed by Activision, Inc. Activision is a registered trademark of Activision, Inc. The ratings icon is a trademark of the Interactive Digital Software Association. 
All rights reserved. All other trademarks and trade names are properties of their respective owners. 



































he 1999 holiday season is shaping up to be one of the 
most fiercely competitive this industry has ever seen. 
Sony's PlayStation, while aging, is quickly reaching the 
largest installed base in history, as is a slew of titles based 
on popular series. Case in point: Capcom's Resident Evil, 
which drove hardware sales through the roof in 1996, and 
which shows no signs of either creative or commercial 
slowdown with its third installment, is sure to bring the 
thrill of fear into your home once again. For the full story, 
see page 28. 

Nintendo's equally aging Nintendo 64 doesn't have an 
obvious flagship title on the order of Zelda this year, but 
that doesn't leave it unarmed either. Second-party 
powerhouse Rare is supplying three new games — Jet 


Force Gemini, Donkey Kong 64. and the hotly anticipated 
unofficial sequel to GoldenEye, Perfect Dark. It remains to 
be seen whether DK 64 will be "hotter than Zelda," as 
Nintendo claims, but you can judge for yourself. A complete 
look inside Rare begins on page 22. 

Which leaves Sega. You may notice there's no separate 
Dreamcast section this month, and for good reason. 
Dreamcast has arrived — in spirit, if not in fact — and it 
continues to impress as the most exciting system currently 
available. Check our coverage of Blitz 2000, Ecco the 
Dolphin, Vigilante 8, Toy Commander, Hydro Thunder, and 
what is turning out to be the surprise hit of Dreamcast's 
early lineup, the fast (and funny) Ready 2 Rumble. Alphas 
begin on page 27. 










AUGUST 1999 


CONTACT _ 

NEXT GENERATION 

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EDITORIAL 

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EDITORIAL CONTRIBUTORS 

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Next month: look for interesting things here. * win be super cool, even t it 
kite the editors to do it. Highlights from the past five years: Chris Anderson 
calmg Ned and getting Ned's vocemad nutation of. wed. Chris Anderson: 

Trent lining up tic-tecs over his F-keys so he had fresh breach every hour on 
the hour: Ned's ME motivation techniques: Doug passing out dodar txte to the 
needy in the Tenderloin from his tmo: Tom leaping through s window screen 




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RESIDENT EVIL 3: NEMESIS 

Few games have helped propel PlayStation's drive to market dominance the way Capcom's Resident Evil series has. The original was 
the console's first breakout hit (selling upward of 6 million copies), and its sequel garnered similar sales and a lot of TV commercial 
time. But as the hardware ages and the series moves into its third incarnation, can it still compete? Judge for yourself 



RARE’S TRIPLE THREAT 

Nintendo's second-party powerhouse is gearing up for a major 
holiday season with Jet Force Gemini, Donkey Kong 64, and the 
unofficial sequel to GoldenEye, Perfect Dark 


THE PIRACY FILES 

Our first "How To" article" — how to lose your money, your 
freedom, your friends, and just about everything else you hold 
near and dear, and how it all ends up in a woodchipper... 






















ANALYZING 


intelligence 

Gaming news and analysis from around the 
world, plus all the usual columns 


18 


NG JAPAN 


What's hot — or in some cases, what's just plain 
odd — in Japan lately 


NG SPECIAL 


Rare's triple threat 

Three massive games for Nintendo 64 


NG SOFTWARE 


INTELLIGENCE 

The industry is reaching for the mass market — is it a good market, or a bad market? • Is a 
portable PlayStation in Sony's future? • The latest on Nintendo's new Dolphin console 



ALPHAS: 31 games previewed 

Presenting a bigger-than-usual assortment of extraordinarily noteworthy up-and-coming titles — 
including half a dozen for Dreamcast — that you will want to know about 



FINALS: 1 A games reviewed 

The first word on Descent 3, and a surprise hit for PlayStation, Ape Escape — plus a few other 
surprises, all coming under the scrutiny of the most exacting reviewers in the business 


Alphas 

The games you'll be playing over the next year 


28 

Resident Evil 3 

PlayStation 

32 

F355 Challenge 

Arcade 

34 

Ecco the Dolphin 

Dreamcast 

36 

Hydro Thunder 

Dreamcast 

37 

NFL Blitz 2000 

Dreamcast 

38 

Ready 2 Rumble 

Dreamcast 

40 

Battlezone 2 

PC 

41 

Jet Moto 3 

PlayStation 

44 

Vigilante 8 

Dreamcast 

46 

Toy Commander 

Dreamcast 

48 

Die Hard Trilogy 2 

PlayStation 

52 

The Sims 

PC 

54 

Jump Runner 

PC/DC 

55 

Fear Factor 

PlayStation 

56 

Soldier of Fortune 

PC 

58 

Evolva 

PC 

60 

Hostile Waters 

PC 

61 

Army Men Air Attack 

PlayStation 

62 

SWAT 3 

PC 

63 

Crusaders of M & M 

PlayStation 

64 

Genesis: Aperian 7 

PC 

66 

SF Rush 2049 

Arcade 


NG SPECIAL 


The piracy files 

A case study of the long arm of software law 


1 81 


GALLERY 


The art of gaming 

Celebrating the aesthetics of 3D rendering 


1 85 | 


RATING 


Finals 

So many games, so little time 

85 Ape Escape PlayStation 

86 Descent 3 PC 

90 Bloody Roar 2 PlayStation 

90 Croc 2 PlayStation 

92 imperialism ll PC 

92 Jane's Fleet Command PC 

93 Midtown Madness PC 


98 


ENDING 


Next Generation brings you down easy: enjoy 
tidbits from readers and highlights from the past 


98 

Retroview 

Taking a look back 

100 

Letters 

we love our readers 

103 

Next month 

ng 57 on sale 08/17 


05 


NEXT GENERATION August 1999 http://www.next-generation.com 





































t MIDWAY 

www.midway.com 


The #1 Selling Football Game for 
Nintendo 64 and Game Boy Color 


Best N64 Sports Game 

—Nintendo Power 


Best Sports Game of the Year 

—As voted by visits to 
www. playstation, com 


Sports Game of the Year 

—VideoGameSpot 














RULES 

JUST 

SLOW 

YOU 


L^JUFLi* 


24 YARD PASS' 




Easy-to-learn arcade-style play with new 
“Icon Passing” for one touch long bombs 


“On-Fire” Mode gives super power 
performance to your hot, star players 


icHrimi 


The SuperBowl Champion 
of Football Games 

NFL Blitz " 2000 brings you all of the things you 
love about football and none of the things that 
slow it down. This ground-breaking sequel features 
awesome weather effects, new secret heads, and 
scores of new game play features. With more 
easy-to-run plays and all new animations for 
taunts, end zone dances, and tackles you’re 
headed for the ultimate in football action! 


GREEN BAY 
JVEW ORLEANS 


Larger, customized playbooks for each 
team, with powerful playbook editor 


New 4 player mode for 
bruising your friends 


PC images shown. 











The industry is facing great change and greater acceptance. 

Meanwhile, Nintendo plans its next system 


INTELLIGENCE 


Game industry news and analysis 


GEARING UP FOR THE MASSES 

The game industry is courting the mass market, 

but does that mean the end of the game world as we know it? 



of 100 million, with Nintendo's 
Dolphin reaching 55-60 million. 

Infogrames, until now known for 
its PC titles, particularly the Alone in 
the Dark series, will now be focused 
almost entirely on console titles. To 
further this goal, it recently snapped 
up Accolade (and made Accolade 
CEO Jim Barnett the CEO of 
infogrames North America), a 
company that has achieved no small 
success on PlayStation with its Test 
Drive franchise. 

Barnett describes his company's 
future as publishing "global, mass 
market digital entertainment," further 
defined by Bonnell as "entertainment 
on every single platform you can 
imagine. Mobile phones, watches, 
planes, PC, online..." 

Exactly what sort of titles will 
appeal to the mass market, however, 
no one is clear on. For its part, 
infogrames will continue to publish 
some of its old-school titles, with 
Alone in the Dark 4 in 


tens of millions of people will find 
appealing, and as the industry 
becomes increasingly wowed by 
looming profits, will it abandon the 
kind of games that hardcore 
gamers love? 

French publisher infogrames is 
gearing its entire strategy toward 
the growing mass-market 
acceptance of games. President and 
CEO of infogrames Entertainment 
Bruno Bonnell anticipates that 
PlayStation 2 will be the first 
console to reach an installed base 


INFOGRAMES 


□ imply put, video and 

computer games are more 
popular now than at any time in 
history, and the trend shows no 
sign of stopping. As the industry 
moves firmly into the next 
generation, companies great and 
small are coming to expect massive 
profits and, what's more, the kind 
of mass audiences enjoyed by 
other entertainment media like film 
and television. However, to achieve 
these ends, publishers will have to 
provide the kind of content that 


08 


Will the current drive to capture mass-market success spell the end of 
hardcore games like Accolade's Slave Zero [above] or infogrames' 
Outcast [right]? Perhaps, but then again, perhaps not 












infogrames may be aiming for mass-market success by furthering 
series like Mission: impossible [above], but its continued development 
of Alone in the Dark 4 [top] is aimed squarely at the hardcore 


and titles like Outcast and Slave 
Zero appealing to the hardcore 
gamer. The company is also hoping 
to grow the success of its Mission: 
Impossible and Test Drive franchises 
to reach massive audiences (with 
both franchises having already 
exceeded a million units). 

"It's go big or go home," Barnett 
says, to which Bonnell adds, "There 
won't be room for small players." 

Infogrames is not alone in its 
drive to reach the masses, with THQ 
recently announcing a slate of titles 
all clearly targeted at non-traditional 
game players. With MTV Extreme 
Sports , WWF, and rodeo titles all on 
the way, THQ feels it has established 
a "mass-market strategy," according 
to Vice President of Marketing 
Joseph Adney ill. 

Which is exactly the problem, 
of course: "mass market" is 
traditionally associated with titles 
like THQ's wrestling games or 
infogrames' Mission: impossible, in 
short, licensed and bland. With 
more companies coming to the 
conclusion that such games are 
required for survival, it might mean 
the end to complex, challenging, 
gamers' games. 

On the other hand, not 
necessarily. True, over the past 
several years developers getting 
their toes wet in the mass-market 
pond have tried to make games that 
appeal to both the hardcore and the 
mythical mass consumer, usually by 
slapping on a recognizable license 
or dumbing down the gameplay. 
However, what is now developing is 
a firm division between "mass" 
products and "hardcore" products, 
which has freed up some 
developers to explore particularly 
complex ideas. Despite its mass- 
market mission, Infogrames hasn't 
abandoned titles like Slave Zero, a 
promising sign. 

it can do this because the game 
market, like any other, is a pyramid. 
As millions gobble up the flashy-but- 
simple wrestling titles, some percent 
of those gamers will become 
interested in more complicated 
games, and some percent of that 
group will look for games even more 



complex than those, and so on. As 
the mass market grows, so will the 
number of hardcore gamers. 

Aware that the budding mass 
market means a blossoming 
hardcore market, smart publishers 
are picking up major talents for the 
next generation to produce titles 
that might otherwise confuse the 
average Joe. For example, Midway 
(perhaps the epitome of mass- 
market gaming), has signed 7 
Studios, a design house run by 
exactly seven developers (including 
such luminaries as Erik Yeo, one of 
the masterminds behind Command 
& Conquer) whose reputations as 



hardcore gamers are well earned. 
As you might expect, 7 Studios 
will not be working on licensed 
products; it will instead be 
developing action/strategy titles 
for PlayStation 2. 

infogrames, meanwhile, in its 
effort to discover what next- 
generation mass-market titles will 
be like, is also fostering young 
talent. Bonnell says, "The 
companies that are in trouble are 
those that are old-fashioned with 
old talent. You need young, 
talented designers who grew up 
with videogames" to reach a 
generation that was raised on 
games. For the hardcore, this is 
good news — it is, after all, unlikely 
that young designers raised on 
games will spontaneously decide 
that the best games are based on 
deer hunting. 

"Our obsession is critical 
mass," Bonnell explains. "We have 
no choice." while that critical mass 
may mean great profits for the 
companies, it looks unlikely it will 
mean an end to great games. RTO 


CAN PC GAMES REACH 
THE MASSES? 

Before there were consoles, 
the PC was home to all gamers 
worth their salt. But as the 
console revolution has 
avalanched, the PC market has 
grown more slowly, making it a 
“second rate” business, 
according to Infogrames’ 
Bonnell. 

It’s a particularly challenging 
market because while consoles 
are a worldwide sensation, the 
PC is only strong in the U.S. 
and Germany. With companies 
keeping their eye on the mass- 
market pie, the PC has a lot of 
growing up to do before it can 
be considered a window to 
million-seller hits. 

Rob Dyer, president of 
Eidos Interactive’s North 
American operation, is no 
stranger to the continental 
divide between the booming 
console market and the not-so- 
meteoric PC market. As former 
head of Crystal Dynamics, a PC 
and console developer, and now 
president of one of the world’s 
largest multi-platform 
publishers, Dyer remains 
unconvinced the PC will hit 
mass market. 

The PC will not be mass 
market until it’s plug and play,’’ 
Dyer says. While Dyer sees 
consoles becoming like VCRs in 
the next generation — a must- 
own — the PC’s learning curve 
will remain a tremendous 
barrier. Bonnell agrees. “Most 
high-end PC games are too 
complicated,” he says with a 
smile. “Even ours.” 

However, the PC market 
could eventually get near the 
kind of critical mass consoles 
are now approaching. Dyer 
looks to plunging PC prices and 
the fast technology cycle of the 
PC (while consoles stay put for 
years, the PC is always 
improving) as two of its 
potential strengths in reaching 
larger audiences. But in the 
end, he never sees the PC 
becoming the kind of consumer 
appliance for games that 
consoles will become over the 
next generation. 

Does this mean an end to 
PC games? No. There is always 
money to be made in PC 
games, and Dyer, for one, does 
not see the console swallowing 
the PC’s market. “Games on 
PC that are successful are 
completely different from 
console games,” he explains. 
"And they always will be.” 


"Mass-market" has traditionally meant unchallenging but flashy 
gameplay like Accolade's Test Drive [left] or THQ's WCW games [right] 


09 


NEXT GENERATION August 1999 http://www.next-generation.com 

















NEXT GENERATION August 1999 



DOLPHIN SHOCKER: 

NO MOVIES, “VERY AGGRESSIVE” PRICE 

Lincoln reveals key details of Nintendo^ plans for Dolphin 


“You will not be able to play audio CDs on 
Nintendo’s machine, and you will not be able to 



Nintendo's Dolphin strategy is a bold departure from the hardware 
practices the company has followed since NES launched in 1985 


ost people were so 
stunned at Nintendo's E3 
announcement that it would have 
partners for Dolphin, rather than 
going it alone, that they missed 
what may have been a hint of an 
even more interesting — and 
important — part of Nintendo's 
strategy: an extremely low price 
for the unit. 

According to Howard Lincoln, 
CEO of Nintendo of America, while 
Nintendo's partners' machines 
(most likely Panasonic-branded DVD 
players) will be able to play Dolphin 
games as well as DVD movies and 
audio CDs, "you will not be able to 
play audio CDs on Nintendo's 
machine, and you will not be able 
to play movies. That's something 
that's already established." 

Why not? "Nintendo is a 
videogame company, and that's 
exactly what our device will do — 
play the best videogames around. 
Our partners will have devices that 
will play games and movies and 
music: We are committed to 
bringing out the best videogame¬ 
playing device at a very, very 
aggressive price point." While 
Lincoln refused to comment on 
specific price points — Next 


Generation has heard launch 
estimates as low as $99 — he 
acknowledged that "as we go 
forwards toward launch, [price 
point] is going to be something we 
focus very carefully on." 

This strategy is interesting for 
two reasons. First, it shows that 
Nintendo and partners are 


committed to having real 
distinctions between the 
capabilities (and prices) of Dolphin- 
enabled machines: the Dolphin 
partners are clearly interested in 
promoting Dolphin as a long-lasting 
technology platform and standard, 
not a single retail product with the 
typical five-year console lifespan. 


Second, and perhaps more 
importantly, is the fact that 
Nintendo is electing to produce the 
less expensive and more limited 
hardware. The company seems 
more comfortable in its established 
role of (relatively) low-cost toy 
manufacturer and marketer, and it 
will leave competing with Sony in 
the high-end consumer-electronics 
markets to partner Matsushita. 

in fact, based on the 
announcements so far, while 
Nintendo was responsible for 
coordinating the other Dolphin 
partners (IBM, Matsushita, and 
ArtX), it almost seems as if it is the 
junior partner in the hardware itself. 
If true, this represents a major 
paradigm shift from the Super NES 
days, when the company's 
insistence on controlling hardware 
scuttled a major CD add-on deal 
with Sony (leading, ultimately, to 
Sony's entrance in the market with 
PlayStation). Nintendo, it seems, has 
determined that the future lies 
more in content creation with its 
incalculably valuable properties like 
Mario (and, of course, in licensing 
third parties) than it does in rigidly 
controlling all aspects of hardware 
production and marketing. G33 



NEVUS DYTES 


Compiled by Aaron John Loeb of Next Generation Online 


Dolphin in 2000? Not likely, if 
you ask most of Nintendo's 
competitors and industry 
analysts. Nintendo's new 
console is still being designed, 
making it unlikely, experts say, 
that IBM and NEC will be able 
to manufacture enough of the 
machine's processors and 
graphics chips in time for the 
announced Fall 2000 
worldwide release. While a 
limited release is possible, 
Nintendo has also stated that 
N64 is only halfway through its 


lifecycle (a statement lent 
credence by growing sales of 
the hardware), it is unlikely 
that conservative Nintendo 
will enter the next generation 
until it must, making a 2000 
release look less and less 
probable. The franchise that 
just keeps giving: EA Sports' 
John Madden Football. The 
company recently indicated 
its plans to keep on rolling 
out the Maddens by 
registering the Internet 
domains for Madden 


2000-2004. Apparently, by 2005 
the Sl-billion-and-growing 
behemoth expects to be able 
to afford flying real football 
teams to every gamer's home, 
whose side are they on, 
anyway? Semiconductor 
industry papers recently 
reported that NEC, one of 
Sega's closest partners in the 
Dreamcast project, will 
manufacture the graphics chip 
for Nintendo's Dolphin. NEC, 
apparently chosen by the 
Mario Corp. for its expertise in 


embedded RAM technology, is 
in serious financial straits, 
having lost over $1 billion 
dollars last year. Beggars can't 
be choosers... And the 
Grammy goes to... Tommy 
Tallarico. Well, not yet, but the 
National Academy of Recording 
Arts & Sciences recently 
announced the addition of a 
mysterious "Other Visual 
Media" category, likely 
meaning videogames, to the 
three award categories already 
(continued on page 12) 


10 










0.02 


ARTIFICIAL INTELLIGENCE HINT> 

OUTSMARTING IT WILL ONLY 



}— L - n MAKE IT SMARTER. 


it’s thinking ( 


sega.com 





















NEXT GENERATION August 1999 



PLAYSTATION PORTABLE 

IN THE WORKS 

Reliable sources confirm project 


WHAT IS IT? 

Most RPGs feature save-the-world 
themes. In this one, you’re a farmer. 


ony, clearly jealous of 
Nintendo's awesome success 
with Game Boy Color, is considering 
readying a handheld for release, 
according to reliable sources. There 
are two scenarios currently in play 
(both are probably being pursued 
simultaneously by SCEA). in the 
first, Sony acquires U.S. distribution 
rights for SNK's impressive Neo 
Geo Pocket (NG 55). in the 
second, Sony launches an original 


PlayStation-1-based device. 

There are some hurdles for 
either scenario. Sony faces other 
bidders for Neo Geo Pocket, 
including acquisition-hungry 
Hasbro, one of the few companies 
that could go toe-to-toe with 
Nintendo in the marketplace. Also, 
SNK is touting current NGP's 
Dreamcast connectivity; and while 
PlayStation connectivity is in the 
planning, if Dreamcast is a success 




in the U.S., SNK would certainly 
want to take advantage of that 
success, something it couldn't do 
if Neo Geo Pocket had a Sony 
label on it. 

More likely is a portable 
version of PlayStation. According 
to our sources, the device would 
look like a hybrid Sony DiscMan, 
with a 2.25-inch screen on the 
front of the disc cover. Supplied 
with a lithium-ion battery and low- 
power versions of PlayStation's 
CPU (which is also being used as 
the I/O chip in PlayStation 2) and 
graphics chip, the unit would 
probably include an integrated 
digital controller, but no analog 
capabilities. Although a DiscMan- 
sized player would be a lot less 
portable than the diminutive Neo 
Geo Pocket or Game Boy Color, it 
would boast compatibility with the 
entire PlayStation library. 

Either way, the slick-looking 
but unimpressive PocketStation 
(with its pathetic 32x32 pixel 
display), which was conspicuously 
absent from Sony's booth at E3, 
will probably never see release 
on American soil. K© 


NEWS BYTES 


Compiled by Aaron John Loeb of Next Generation Online 


(continued from page 10) 

given for film and television 
soundtracks. Tallarico, one of 
the best-known musicians in 
the industry, was last seen 
walking the floor of E3 in a 
leopard-print suit followed by a 
pair of surgically enhanced 
women and a dwarf in green 
body paint. Upon winning, he 
no doubt intends to thank all 
the little people. Sega's new 
challenge. At the beginning of 
June, Sega of Japan held a 
special conference in which it 
announced it would lower the 


price of Dreamcast in that 
country by around $80, from 
¥29,800 ($245) to ¥19,900 
($165). While the company 
attributed the price drop to 
decreasing manufacturing costs 
being passed on to the 
consumer, the less charitably 
inclined would point to the 
system's failure to outsell even 
Nintendo 64 (universally 
accepted to be a failure in 
Japan) for the first half of 1999. 
it's official: Sony president 
(and PlayStation designer) Ken 
Kutaragi has announced that 


factories will start producing 
PlayStation 2 Emotion Engine 
processors this month in 
preparation for the system s 
public unveiling at Tokyo Game 
Show in September. Still, don't 
expect the system to launch 
until Sony has stockpiled 
enough units to meet demand 
— most likely not until 
December or later, old 
companies never die... they 
just become internet startups! 
interactive Magic announced in 
March that it would sell off its 
unsuccessful retail cd-rom 


publishing business and 
become an internet-only 
company, redubbed the iMagic 
Entertainment Network. The 
company recently closed the 
sale with ubi Soft, which will 
pick up iMagic's retail titles. 
This leads critics to wonder 
when Ubi Soft will sell off its 
unsuccessful retail CD-ROM 
publishing business and 
become an Internet-only 
company. 

For daily game news, go to 
www.next-generation.com. 











IN THE STUDIO 


Five Westwood employees, 
including a programmer from the 
C&C: Tiberian Sun team, have 
left the company to form their own 
development group. (As a result, 
Tiberian Sun may suffer further 
delays.) The new company, called 
Liquid Entertainment, has been 
formed by Ed DelCastello, a former 
employee of both Westwood and 
Origin. The team is being backed 
by Crave Entertainment. Seven 
other employees joining the 
company come from Origin, 
Blizzard, Paradigm, and Iguana. The 
group of 12 (and growing) is based 
in Thousand Oaks, just outside Los 
Angeles, and is already working on 
a realtime strategy title for PC. 



What's Universal Interactive 
planning for the future? Word on 
the street is that several 
developers are bidding for the 
company's highly-coveted Bruce 
Lee license. It's likely the game 
will be developed for PlayStation 
2. Other PlayStation 2 titles in the 
works? How about a 3D remake of 
Spy Hunter , being developed at 
Paradigm Studios, to be 
published by Midway. 

Presto Studios' forthcoming game 



Beneath has been put on hold by 
Activision, and while neither 
Activision nor Presto could 
comment at press time as to the 
status of the project, another 
industry insider suggests that 
Mindscape may be picking up 
the publishing rights to the title. 
First previewed in NG 48, and 
originally scheduled for spring of 
'99, Beneath is a fantasy- 
exploration game in the style of 
Tomb Raider 

Three former Singletrac 
employees have formed 
incognito, a new Salt Lake 
City-based developer that will 
focus on PlayStation and 
PlayStation 2 games. Former 
Singletrac Producer Scott 
Campbell, former Senior Software 
Engineer Steve Poulson, and 
former Director of Production 
Software Randy Zorko, whose 
works include Twisted Metal, 
Twisted Metal 2, Rogue Trip, 
and Warhawk, have launched the 
company and are planning to build 
up to two teams, while Campbell 
maintains the group's parting with 
GT/Singletrac was an amicable 
one, Next Generation has 
learned that several other 


publishers are courting the 
developer. 

Not since the rock group Journey 
graced the arcades with its self- 
titled videogame has there been a 
rock-intro-games crossover of this 
magnititude. One of the original 
princes of glam, Ziggy Stardust 
himself, David Bowie, will be 
providing all original songs for 
Omikron (first previewed in NG 
44), a PC game being developed 
in France by Quantic Dream and 
set to be published by Eidos. 
Bowie's likeness will also be 
modeled into the game, as a 
character named Boz. Bowie's 
wife, supermodel iman, is 
tentatively scheduled to be 
modeled into the game as well. 
The third-person adventure puts 
players in the role of a beat-cop 
who patrols the futuristic domed 
city of Omikron, or is it Suffragette 
City? 



IT IS 

Harvest Moon from Natsume. Originally 
for Super NES, a Nintendo 64 version is 
due later this year 





PlayStation 


PSYGNOSIS 






WWW.WIPEOUT3.COM 


PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc. Wipeout, Psygnosis and the Psygnosis logo are m or® of Psygnosis Ltd. All rights reserved. 

The ratings icon is a trademark of the Interactive Digital Software Association. 


NEXT GENERATION August 1999 


























NEXT GENERATION August 1999 


GADGET WATCH 

Sick of your analog stick? No problem 


14 


TILTFORCE/TILTPAK 

Accessory newcomer Pelican has 
introduced two new motion- 
sensitive controllers for Nintendo 
64 and PlayStation. Both use 
analog-chip technology from 
Analog Devices to sense the 
position of the controller in space, 


SEGA: 

LOSSES CONTINUE 

Already $2 billion in debt, Sega 
Enterprises of Japan estimated a 
net loss of ¥45 billion ($378 million) 
in the financial year ended March 
31. The loss was mostly blamed on 
amusement operations outside of 
Japan and unsold Saturn inventory. 
Sega said it would cut 25% of its 
4,000-strong workforce and close 
about 100 arcades (most in Japan, 
apparently). The company posted a 
consolidated loss of ¥35.6 billion 
($299 million) the previous year. 

Despite reports to the contrary 
in the arcade-industry trade press, 
Sega has no specific or current 
plans to download videogame 
software to arcades, according Al 
Stone, president of Sega Enterprises 
USA. "We are certainly researching 
satellite downloading technology," 
says Stone, "but development of 
this is not complete or definite by 
any means. At present, there is no 
plan for introduction of such 
technology. There is a possibility of 
future introduction of this type of 
system someday, but I'd like to 
stress that there is no specific plan 
right now." Regarding Sega's 
volume of Naomi shipments, Stone 


much like Microsoft's Freestyle Pro, 
replacing motions of an analog stick 
with the motion of the pad itself. 

For N64, the Tilt Pak plugs into 
controller pack slot (it also functions 
as a rumble pack), with a dongle 
that goes between the controller 


says one recent report "sounded as 
if Sega had already shipped 200,000 
units of our Naomi arcade board. 
Actually, our first-year plan for 
Naomi is to ship that many boards 
worldwide, we have not yet done so 
by any means." 

By the way, the Sega 
Tournament Network (STN) began 
its public "alpha phase" testing in 
May. The test is ongoing in Sega 
GameWorks locations only. This 
network links games via modem for 
instant, nationwide score rankings. 

MIDWAY'S 
GAME LOCATOR 

Midway Games launched an 
"arcade game locator" service last 
month on the company website at 
www.midway.com, designed to help 
players find their favorite Midway 
and Williams coin-op games at 
locations around the world. The 
game locator can be accessed from 
the Midway web site or directly at 
www.midwayarcade.com/locations. 
The locator database is updated 
every business day and currently 
includes the four latest Midway 
titles, CarnEvil, NFL Blitz 99, Hydro 
Thunder, and NBA Showtime: NBA 
on NBC. 


cord and the N64, while the 
PlayStation Tilt Force comes as a. 
replacement dual analog controller 
(with dual shock compatibility, too). 
Both retail for $29.95, and in testing 
we found both units worked equally 
well. With both you can adjust the 
sensitivity of the motion sensing or 
turn it on and off on the fly. 

How does it help games? For 

flight games and snowboarding 
titles, the greater range of motion 
the Tilt products enable gave us 
much finer and more detailed 
control — and controlling a game 
by moving the whole pad is kind of 
a cool novelty in itself, where the 
products really shined for us was in 
driving games — moving the whole 
pad seemed much more intuitive 
than steering with a joystick. Even 
action/adventures like Tomb Raider 
controlled well. While certainly not 
for all games (fighting games, 
especially, don't benefit), the 


NEWS & NOTES 

Capcom Coin-Op Inc. and SNK have 
confirmed their "Capcom vs. SNK" 
videogame will go to arcades as 
well as the new SNK handheld unit, 
but at press time neither company 
knew which would build and 
market the arcade version... 
America's most successful arcade 
chain for grownups, Dave & 

Buster's, will list shares of common 
stock on the New York Stock 
Exchange under the ticker symbol 
DAB. They are already trading on 
Nasdaq under the symbol DANB... 
Sega GameWorks has announced 
plans to open its third Florida 
location. The company signed an 
agreement with Steiner & 
Associates, managers of the Centro 
Ybor, to open a 21,000 sq. ft. 
GameWorks at the new retail 
entertainment complex slated to 
open in spring 2000... Psygnosis' 
hugely popular PlayStation game 
WipeOut has been released as a 
fully interactive motion-simulation 
game for Thomson Entertainment's 
Venturer S2 capsule simulator. This 
version includes an expanded range 
of weapons and additional features 
such as pit stops and bonus scoring 
checkpoints. 


TiltForce and TiltPak are well worth 
checking out if you're looking for an 
edge. Pelican's web site is 
http://www.pelicanacc.com. 

TRUESTEER 

On the low-tech side of things, 
invent-tech has introduced the 
TrueSteer, a foam-rubber steering 
wheel that actually snaps onto 
your existing N64 controller. It 
then mechanically converts the 
rotational movement of the wheel 
into movement of the analog stick. 
Nifty, and at $12, cheap. Check 
out http://www.truesteer.com 
for more info. [*1© 


HARDCORE 

Back when I was 15, my kid 
brother came to me with the 
news that our next-door 
neighbors were out for the 
weekend. Being neighborly 
and all, they had once given 
their key to our parents “just 
in case.” Normally, that 
wouldn’t mean anything — 
except that they had Super 
Mario Brothers — on a 
Nintendo system! It sure 
beat playing Popeye on the 
TI99/4a for the 800 th time. 
So, we went over, let 
ourselves in, and started 
playing Mario. I was in 
heaven — at least until we 
heard their car pull in to the 
driveway. We scrambled to 
the front door, but couldn’t 
figure out the locks — we 
were trapped and caught. To 
make matters worse, I lied 
that we thought we saw 
somebody walking around 
inside the house, and that 
we came over to investigate. 
What an idiot! I think the 
next few hours of watching 
my mom pace back and 
forth waiting for my dad to 
come home were the 
scariest hours of my life. 
Needless to say, our 
neighbors’ key was promptly 
returned. My excuse: I 
somehow knew, even then, 
that it was important for my 
future career! 

Darren Johnson 
Programmer, Star Wars: 

Episode One Racer for N64 
LucasArts Entertainment 
Company 


7~7/ rrij'aajig’ 



The TiltForce and TiltPack [left] add a new twist to control with high- 
tech analog chips. The TrueSteer [right] is a decidedly low-tech solution 


ARCADIA 


BY MARCUS WEBB, EDITOR OF REPLAY MAGAZINE 




















PRE-ORDER FINAL FANTASY® VIII 
and enter to win a fantastic ride! 



NO PURCHASE NECESSARY. VOID WHERE PROHIBITED BY LAW. OFFER OPEN ONLY TO U.S. RESIDENTS PHYSICALLY LOCATED IN THE U.S. Four (4) grand prize winners will 
each win one (1) Toyota® ECHO™ (approx, retail value: $10,000 each, not to exceed $12,000 each). Model version and features to be selected by sponsor and may vary from 
depictions in advertisements. Prize winners will be randomly selected from all eligible entries received. Odds of winning depend on number of eligible entries received. Entry requires 
proper completion and submission (as described in Official Rules) of mailed entry or official entry form. Contest period is from July 30,1999, to August 31,1999. Entries must be 
received on or before August 31,1999. All winners will be selected by September 8,1999. Each winner will be required to sign a notarized affidavit of eligibility and release of liability 
within 10 days of prize notification or prize. Any winner who fails to claim a prize by September 23,1999, or who fails to return a signed and notarized affidavit of eligibility and 
release of liability within 10 days after notification, will forfeit the prize and another winner will be selected. All decisions of sponsors are final. By participating and winning a prize, 
winner releases Sponsor and all participating sponsors from all liability with respect to any prize. Winners list available after October 7,1999 by sending a self-addressed, 
stamped envelope (“SASE") to FINAL FANTASY Vlll-Toyota Giveaway Winners List, P.O. BOX 6006, Dept. K, MN 55319. CONTEST SUBJECT TO OFFICIAL RULES. For a complete 
copy of Official Rules, including methods of entry, see in-store display or visit www.squaresoft.com. 


<5QUARE<5<DFT 

www.squaresoft.com 

® TOYOTA 


Actual prize vehicle may vary. 


<4 

PlayStation 



electronics > Mfhtiu 


G©173' f uneoLand 

Bring Home The Fun' 


Babbage's buV 

NEDIA^PLAV 


Your Entertainment Superstore 


and other 

participating 

retailers 


PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc. © 1999 Square Co., Ltd. All rights reserved. SQUARE SOFT, SQUARESOFT and FINAL FANTASY are registered 
trademarks of Square Co., Ltd. The ratings icon is a trademark of the Interactive Digital Software Association. All names and logos contained herein are the registered trademarks of their respective companies. All other copyrights and 
trademarks are the property of their respective owners. 













iinigfe 
Qa$ffe$. 
Joan of &vt . 


uiuitti.micro5oftcora/,Barae5/aje2 


Gaming 

ZONE 


Microsoft 








BIG IN JAPAN 



TTl eld in the Tokyo Ryutsu 
-IU Center in April, Pokemon 
Festival '99 attracted thousands of 
rabid Pocket Monster fans. The 
exhibition was split into four main 
zones: Pokemon Snap, Pokemon 
Stadium, Pokemon Pinball, and the 
tournament area. Nintendo, for 
whom the Pokemon phenomenon 
has been a license to print money, 
seized the opportunity to introduce 
its latest titles, Pokemon Stadium 
2, Pokemon Gold, and Pokemon 
Silver. As you can imagine, 
hundreds of dolls, trading cards, 
scale models, and every other 
conceivable Pokemon-related item 
was also on display. The puffy little 
monsters are already sapping the 
collective will of kids across the 
U.S., and their unabated popularity 
in their home country could make 
this the first generation of 
monster-controlled mind 
slaves on Earth. 


Pokemon Festival '99 drew 
thousands of mindless pocket- 
monster drones from all over Japan 
for contests and first looks at new 
and ever-cuter Pokemon related 
stuff of every description — hide' 
your eyes from the flashing lights or 
you too will be assimilated 


Virtual High School 


■jTl dding new meaning to the term "open source," 
a growing number of high school students 
across Japan are jointly developing a networked, 
persistent online world for PC. The unique, and 
0 quintessential^ Japanese, spin on the idea is that the 
game belongs in the same genre as the popular 
Tokimeki Memorial series: a high-school simulator. 
Featuring anime-style characters with 2D illustrations, 
players can select either a male or female character 
and enter the virtual high school, where they can 
wander through classrooms, meet other students, and 
interact with them in real time over the internet. The 
development group ambitiously hopes to eventually 
be able to host up to 8,000 players. Much like Linux 
and other open source movements, however, the 
software is free and under the development of 
independent students who work together over the 
Net. Why students who are actually in high school 
would work so hard to spend their free time 
pretending to be in high school is unknown. ROS 


V w 

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18 


All over Japan, high-school students are 
crowding around PCs to log onto the internet 
and, um, pretending to be in high school 



Tekken Tag Tournament 


Ml 


onths of rumors ended in May, when 
Namco finally unveiled its latest Tekken 


between them at any time during the fight using 
an added fifth button. The catch? The loser is the 


La Pochee 



PlayStation 


sequel: Tekken Tag Tournament. Running on 
System 12, Tag Tournament is graphically similar 
to Tekken 3, with many stages remaining 
basically the same except for added lighting 
effects. The Hong Kong stage, for example, is 
now set at night under glaring neon. 

Tag Tournament features all the characters 
that have ever appeared in any previous arcade 
or console version, but the game's most notable 
new feature is a team battle mode similar to 
that found in Marvel vs. Capcom. Players begin 
by selecting two characters and can switch 


first player to have either character's life gauge 

rprli irprl tn 7Prn 


Some upgrades have been made to the 
characters, with slightly higher polygon counts 
and smoother texturing, but after the difficulties 
the company had in porting Tekken 3 to 
PlayStation, many are wondering whether Tag 
Tournament's multiple fighters will prove an 
insurmountable hurdle to a PlayStation version. 
Oddsmakers strongly favor Dreamcast or even 
PlayStation 2 if and when Tag Tournament 
ever comes to the home. 


Tekken Tag Tournament 
features every character 
who's ever been in any 
version of Tekken ever, a 
number of which are "time 
released" and won't be 
available until after certain 
dates — a ploy that's sure 
to keep the faithful coming 
back in the weeks ahead 






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NINTENDO 64 

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slAllMYMENts 

AIR ATTACK 


Intense Helicopter Action 


















RARE’S 


As Nintendo prepares for 
DVD with Project 


RIPLE THREAT 



Dolphin, the cartridge 
format passes from a 
major delivery medium 
to the Little League of 
handheld systems. So 
take a good hard look at 
the three games to the 
right: one of them may 
be the last cartridge you 
ever buy 






The glorious age of the cartridge is ending, but not 
before Rare delivers Perfect Dark, Jet Force Gemini, 
and Donkey Kong 64 into the hands of N64 owners 
later this year 


Now faced with its last major holiday season for Nintendo 64, 
Rare is once again stepping up to the plate with three of the most 
important titles for Nintendo — Perfect Dark, Jet Force Gemini, and 
Donkey Kong 64, all backed by multi-million-dollar marketing and sales 
campaigns. Nintendo will be fighting for every sale as Sega rolls out 
Dreamcast and its impressive launch lineup and PlayStation plays host 
to big hitters like Dino Crisis. Resident Evil 3: Nemesis, and Gran Turismo 2. 
If 1999 is going be Nintendo's biggest year without any help from a 
Miyamoto-developed title — and it might be — the company is going to earn 
every cent with these three games. 


PERFECT DARK 


Release Date: December 1999 Origin: U K. 


GoldenEye was exceeded in sales 
only by Mario 64, and there hasn't 
been an announced Mario sequel yet. 
And since the same team responsible 
for GoldenEye 007 is responsible for 
Perfect Dark, the game is sure to be 
the Next Generation reader's most 
anticipated N64 purchase this year. 
Like GoldenEye, Perfect Dark puts 
players in the first-person role of an 
agent, but this time around, that 
agent isn't James Bond, it's Joanna 
Dark, and the year is 2023. 

Despite the changes in character 
and setting, the gameplay remains 
akin to GoldenEye with the addition 
of an x-Files twist. What begins as a 
simple recon mission becomes 
Joanna Dark's quest to uncover alien 
races, corrupt corporations, and 
global conspiracies. Bringing back the 
best aspects of 007' s single and 


multiplayer gameplay. Perfect Dark's 
early levels already deliver 
unrelenting action. In order to store 
all 17 levels and extensive cut 
scenes, the cartridge will be five 
times the size of GoldenEye. But 
don't judge the game just by the size 
of the cartridge — much of the game 
engine has been completely 
reworked. 

"Rare threw away everything 
they didn't like about the GoldenEye 
engine," says Nintendo's Ken Lobb. 
"Which was a lot." While the team is 
working on improving the framerate 
and animation, what really stood out 
in the E3 version of the game was 
the Al: enemies now have the ability 
to assess potential threats, find 
cover, and execute long-range 
teamwork. 

Single-player Al isn't all that's 


Like James Bond, Joanna Dark can wield more than one weapon simultaneously. 
Forty new weapons will be available, including an arm-mounted crossbow and 
an infrared, heat seeking-scope weapon called the Farsight, or deathmatch 
players will come to know It. the 'camper-killer ... 


NEXT GENERATION August 1999 I ■' 



NEXT GENERATION August 1999 



been improved, as the enhanced multiplayer 
modes implement the use of bots, which 
until now were only found in PC first-person 
shooters. Single players can deathmatch with 
up to seven bots, and four human players can 
add another four bots for eight-player 
deathmatches. And while it hasn't been 
determined yet. Rare indicates the number of 
bots could go as high as 14. 

Perfect Dark's exact use of the 
Expansion Pak has yet to be determined, 
though it's likely to enhance lighting and 
larger game environments. But the game's 
real expansion comes in the form of 
Nintendo's Transfer Pak. Utilizing this Transfer 
Pak (shipping with Pokemon Stadium this 
October) and the Game Boy Camera, players 
can apply a Game Boy Camera picture to a 
Perfect Dark deathmatch model, enabling you 
to put your own face in the game — as well 
as brighten, color, and stretch the image to 
fit. With a small amount of practice, the 
whole process takes less than a 

minute. Once created, you can 
save your character in the 


flying 


too 


The future, according to Rare, will include 
cars and rain. Maybe they've been watching 
much Blade Runner... 

cart or on a Controller Pak. (What Congress 
will make of the ability to play with your 
friends' pictures in deathmatch is 
undetermined.) 

Considering the fantastic combination of 
stealthy single-player and multiplayer 
gameplay Bond delivered back in August of 
'97, we can't wait to lock, load, and sneak 
around with Joanna Dark later this year. 


JET FORCE GEM N 


Maybe you've heard this 
one before — defend the 
Earth from the threat of an evil 
warlord and his army of alien insects. Sure, it's 
a story as old as Space Invaders itself, and Jet 
Force Gemini does indeed hearken players 
back to the days when players shot first and 
asked questions later. One look at the graphics 
in this sleeper from Rare, though, and you'll 
know it's a '90s title. 

Created by the same team responsible for 
Blast Corps and Diddy Kong Racing, Jet Force is 
part action, part adventure, and part puzzle¬ 
solving. Played out in epic form, the game 
chronicles the journey of its three main 
characters — Juno, Vela, and Lupus — through 
intricately designed stages packed with 
enemies at every turn. 

Jet Force Gemini follows Rare's formula for 
engrossing gameplay: delivering more than 120 
stages with an average of 15 stages per level. 
But it's more than just picking a character and 
plugging away — to get the full experience of 
Jet Force Gemini, players need to alternate 
between all three characters in order to meet 
the various objectives. 

Of course you can't defeat an army of 
insects without weapons, and players will have 
access to more than 20, including homing 
weapons, rapid-fire guns, and various 
explosives. The arsenal will come in handy, as 
the player will frequently be faced with more 
than 20 enemies at once, a first for both 32- 
and 64-bit systems. This, tied to the fact that 
many areas are structured with patterned 
attacks, really gives the game a strong feeling 
of 16-bit action games like Gunstar Heroes and 
Ninja Warriors. 


24 


Of course, like any good 
action/platformer, the game will feature 
plenty of secret zones and a two-player 
cooperative mode where players can team up 
and blast through levels. Beyond that, Jet 
Force will include multiplayer deathmatch, a 
top-down multiplayer race mode, and a 
police-style trainer with pop-up targets. 


The version shown to Next Generation 
already exhibits brilliant textures and 
wondrous landscapes that will make even PC 
gamers envious. What is also impressive is that 
the game wasn't running with the 4MB 
Expansion Pak. whether or not the Pak even 
helps will be revealed when the game ships 
late this summer. 



Don't let these 
massive, 
beautifully 
textured indoor 
and outdoor 
areas fool you — 
Jet Force is an 
action game, 
incorporating 
numerous 
weapons and 
various modes of 
gameplay 




















DONKEY KONG 64 


Release Date: November 1999 Origin: U.K. 


In order to make players more familiar with Joanna Dark 
and her intriguing storyline. Rare has added intro and exit 
cut sequences with extensive voiceovers. The intro [left] is 
a long cinematic with Joanna dropping from a helicopter 
onto the roof of a highrise building. Expect a whopping 90 
minutes of cut scenes interspersed throughout the game 


resulting in 200 total objectives. Just as in 
previous Donkey Kong games, players will be 
able to use Donkey Kong and Diddy Kong as 
well as a cast of new characters including Tiny, 
Chunky, and Lanky Kong. Each Kong will have its 
own unique set of abilities that need to be 
mastered in order to progress, and only certain 
characters have been enabled with the skillset 
to complete special tasks, that in turn, will open 
new areas. 

Yet even with the extra 4MB, the N64 is 
showing its limitations. But Donkey Kong 64 will 
likely prove innovation doesn't always require 
new technology, just an imaginative designer. 
Donkey Kong never looked or played better 
then it already does here, as you can 
probably imagine yourself. 


NG SPECIAL 


Donkey Kong's Last Stand 

Back in 1994, when SNES was on its last legs, 
Rare released Donkey Kong Country. 
Showcasing a proprietary real-time 3D 
technology called Advanced Computer 
Modeling (ACM), Donkey Kong Country treated 
players to unparalleled graphics and gameplay. 
At the time, it quickly became one of the 
fastest selling videogames in history, according 
to NPD's TRSTS Video Games Tracking service, 
Donkey Kong Country has sold through 2.75 
million-3.25 million units since October of 
1994. will DK 64 produce similar numbers for 
N64? Time will tell. 


Elements of Donkey Kong Country such as 
shooting characters through barrels and 
driving a mine cart on broken tracks have all 
made it into the N64 version of the game, 
although on a much larger 3D scale 


Since Nintendo 64's release, every key Nintendo 
franchise — with the notable exception of 
Metroid — has jumped to 64-bit — Zelda, 

F-Zero, and, of course, Mario. Now, after much 
delay, Donkey Kong makes its way to Nintendo 
64. Secretly in development for close to four 
years, Donkey Kong 64 is one of the biggest 
games ever created for the system. Fully 
incorporating the 4MB Expansion Pak, which 
will be required to play the game. Donkey Kong 
64 boasts massive environments, phenomenal 
graphics, and unprecedented gameplay. 

While previous Donkey Kong games were 
very linear, Donkey Kong 64 enables players to 
take many paths to complete the game. Donkey 
Kong 64 only has eight levels, but each presents 
five goals for each of the five characters, 


NEXT GENERATION August 1999 http://www.next-generation.com 




























it’s thinking I 


sega.com 

















Resident Evil 3 PlayStation Ready 2 Rumble Dreamcast The Sims PC 

F355 Challenge Arcade Vigilante S Dreamcast Soldier of Fortune PC 


ALPHAS 


The cream of the crop from developers far and near 




□ ere's a change: Dreamcast is now 
included with our regular preview 
coverage. The most advanced console on the 
market has some tasty games coming, but 
then so do PlayStation and PC. Read on... 


Resident Evil 3: Nemesis 

PlayStation 

28 

F355 challenge 

Arcade 

32 

ecco the Dolphin 

Dreamcast 

34 

Hydro Thunder 

Dreamcast 

36 

Blitz 2000 

Dreamcast 

37 

Ready 2 Rumble 

Dreamcast 

38 

Battlezone II 

PC 

40 

Jet MOtO 3 

PlayStation 

41 

vigilante 8 

Dreamcast 

44 

Toy commander 

Dreamcast 

46 

Die Hard Trilogy 2 

PlayStation, PC 

48 

The Sims 

PC 

52 

Jump Runner 

PC/DC 

54 

Fear Factor 

PlayStation 

55 

Soldier of Fortune 

PC 

56 

Evolva 

PC 

58 

Hostile waters 

PC 

60 

Army Men Air Attack 

PlayStation 

61 

SWAT 3 

PC 

62 

Crusaders of Might and Magic 

PlayStation 

63 

Genesis: Aperian 7 

PC 

64 

San Francisco Rush 2049 

Arcade 

66 


MILESTONES 


MESSIAH 

PC 

69 

BATTLETANX 2 

Nintendo 64 70 

SACRIFICE 

PC 

70 

EXCITEBIKE 64 

Nintendo 64 70 

COMMAND S CONQUER 

Nintendo 64 70 

NHL FACEOFF 2000 

PlayStation 

71 

BASS LANDING 

PlayStation 

71 

GAMEDAY 2000 

PlayStation 

71 

WWF 

Nintendo 64 71 



27 


http://www.next-generation.com 


























































\%~%m 



PLAYSTATION 

NG ALPHAS 



Backgrounds are far more 
detailed than in the previous 
games and involve the player 
more than ever before. Even 
with all of the extras like 
dripping water and the erupting 
fire hydrant, the load times are 
faster than they have ever been 
for a game of this type 


RESIDENT EVIL 3: NEMESIS 

This experts-only Evil proves there's still plenty of life left in zombie hunting 


FORMAT 

PlayStation 

PUBLISHER 
_ Capcom 

DEVELOPER 
_ Capcom 

RELEASE DATE 
November 1999 

ORIGIN 
_ japan 


- elcome back to the city of the 

damned, in the three years since 
the smashing success of Resident Evil, 
there have been a rash of survival- 
horror games rushed to market. 
However, while a couple of notable 
efforts like Silent Hill and Clock Tower 
may have managed to add their own 
wrinkles to the genre, none has proven 
it can match the intensity of the 
Resident Evil series — with the 
exception of Resident Evil Producer 
Shinji Mikami's own Dino Crisis (NG 54). 
And, as the series enters its third 
installment, therein lies the problem: 
since Dino Crisis is so fresh and looks 
so formidable, can the aging saga of 
Resident Evil keep up? The answers lie 
inside Raccoon City, where Jill valentine 
(co-star of the original Resident Evil) 
returns. 

The story picks up where the 
original Resident Evil left off, but only 
hours before the events in Resident Evil 
2. Jill Valentine, having retired from the 
S.T.A.R.S. team, is heading out of town 
when she is once again trapped as 
Raccoon City begins crawling with the 
Umbrella Corporation's flesh-eating 
spawn. Although Jill remains the central 
character, players will switch at certain 
times to the role of Carlos Oliveira, a 
hot-blooded former employee of the 
Umbrella Corporation, who has gone in 
to recover survivors. At times, players 
will also be forced to make decisions 


that branch the game off into 
subquests. (The game's replayability will 
come in exploring the other branches.) 
Next Generation's build of the game 
stars Jill, but it doesn't necessarily begin 
at the beginning of the game: Jill has 
already acquired a handgun, and the city 
is swarming with zombies. We took 
comfort in finding all the familiar items 

— ammo, a shotgun, healing herbs, 
healing spray, save ribbons, equipment 
chests, a lighter, and (ahem) a lock pick 

— and put them to good use. The 
environments will also certainly be 
familiar to those who survived RE2, and 
the city streets and tight alleyways are 
again littered with flesh-eaters. Players 
will even venture back inside the 
Raccoon City Police Department for 
some answers. 

Although Dino Crisis has upgraded 
to fully 3D environments, Resident Evil 
3 maintains the same pre-rendered 
backgrounds of the series, but the RE3 
team has made the world noticeably 
crisper and cleaner than previous 
efforts, thanks in part to using a higher 
resolution. The camera placement has 
also been improved — it's subtle, but 
you don't feel as removed from the 
action as you could at times in the 
other games. 

The puzzles are better, too. In many 
instances, progress still requires finding 
the keys to open doors, but not every 
door is controlled by a shiny little key. 



At first, Jill only meets 
people who are running 
for their lives, but then 
she meets up with a 
S.T.A.R.S. team member 
who warns her that 
Nemesis is methodically 
hunting the team 
members down 


29 


NEXT GENERATION August 1999 _http://www.next-generation.com 







NEXT GENERATION Migust 1999 



PLAYSTATION 



The zombie count has been increased 
significantly so no matter where you 
are, you are surrounded by flesh-eating 
minions of the undead 



While the previous RE games have been bloody, RE3 takes it to a 
whole new extreme. When shot, zombies explode into bloody 
chunks that fly across the room and bounce on the floor 


30 




zombies feel no pain, 
so a handgun isn't as 
effective as you might 
think. Shoot them in the 
chest and you'll only 
knock them back some 
— the best strategy is 
to shoot them in the 
head or legs 


Some can only be opened with the right 
tools, and some require combinations. 
Unlike some of the odd puzzles from 
past games (remember starting the fire 
to melt the painting to obtain the jewel 
in RE21), the puzzles here make sense, 
blending harmoniously with the player's 
quest to get the hell out of Dodge ... er, 
Raccoon. 

And Raccoon City has never been 
more frightening. Mikami's huge team of 
50 has created an even more terrifying 
atmosphere than before. Continued 
improvements and the tweaking of the 
engine have enabled the team to really 
up the quality of the character models, 
and the characters are now skinned for 
a smoother look. This adds to the 
zombie models tremendously — not 
only are they better looking, but we've 
counted as many as six onscreen at one 
time. There's also wider variety of 
zombies: you'll see fat ones, short ones, 
and both male and female zombies, all 


in various stages of decay, which lends 
more credibility to the scenario (and 
lessens any redundancy you might have 
felt after killing the same zombie model 
26 times). 

Did we mention the zombies also 
now have better Al? Zombies will now 
come onto stairways after you, tracking 
you more realistically, and each zombie 
moves at its own speed. Occasionally a 
really maneuverable one will come at a 
surprising pace, which is guaranteed to 
raise your blood pressure a little. At 
other times, what may look like a corpse 
will get off the ground to surprise you. 

But what really increases the fear 
and dread you'll feel playing the game is 
Nemesis. This mysterious hulking 
menace stalks Jill multiple times over 
the course of the game. S.T.A.R.S. Pilot 
Brad Vickers, who has a minor role in 
the game, hints during a cut scene that 
Nemesis is specifically hunting 
S.T.A.R.S. team members. Unlike the 





when Nemesis bursts 
through the window 
behind you armed with a 
bazooka, there is only one 
thing you can do — run! 
Panic stricken, you must 
make your way back 
through the station 
before Nemesis grinds 
you to a pulp 



Think fast! When zombies 
come bursting through a 
police barrier, there isn't 
time to engage them at 
close range without 
getting mauled. Your only 
chance is to use your 
wits and back off so that 
they can be taken out by 
an exploding barrel 


Capcom has expanded the world to 
offer the player many more choices in 
navigating the city. The game is being 
designed for hardcore Resident Evil fans, 
and while it will be harder, a new 
"action" button enables players to 
dodge or tackle enemies, and the 
addition of a quick 180° spin move 
should also prove handy. 

You'll need all the help you can get: 
while other companies are working to 
tailor their games for the new mass 
market, Mikami himself has intimated 
that this is to be a game for expert 
Resident Evil players only. The faster, 
smarter zombies and the threat of 
Nemesis mean you'll have to move 
faster and think faster to beat the game. 

As he does in the forthcoming Dino 
Crisis, Mikami keeps the feeling of the 


RE3 is made for advanced players, so there are more moments of blind 
panic to deal with when a bloody zombie bursts in on you or a dog 
jumps out of the darkness, cutting off your only means of escape 


relatively slow and mindless zombies, 
Nemesis relentlessly chases the player, 
if his ominous, leather-clad presence 
suddenly crashing through a window 
isn't enough to scare you, this 
behemoth carries a bazooka, which he 
shoots accurately, and he also delivers 
powerful hand-to-hand blows. 

But it's more than just the zombies 
and the ruthless Nemesis that help 
create the scary atmosphere. The new 
music and sound effects are beautifully 
composed and wondrously integrated. 
The haunting soundtrack blends with 
the rustling wind to instill a feeling of 
isolation. When in the course of 
exploration you finally hear the cries of 
human voices, it is often too late, 
voiceover acting in the cut scenes is 
noticeably improved over previous 
entries in the series, and the fantastic 
audio cues remain intact. 

Still, while the city, zombies, and 
many items look familiar, don't bet on 
the game playing the same way. Straight 
off the bat, the maps in Resident Evil 3 
are far more complex; the team at 


While the city, zombies, and many items 
will look familiar, don’t bet on the game 
playing the same way 


living world in Resident Evil 3 by 
scattering random animations 
throughout the environment. Certain 
areas will crackle with wildfire, and on 
one street, a fire hydrant spraying 
water shows off particle-system 
effects. Mikami's ingenuity brings life to 
the game even though the hardware is 
clearly aging. And while we wait 
patiently for glimpses of Claire 
Redfield's next adventure on 
Dreamcast, from what Mikami's given 
us so far of Resident Evil 3: Nemesis, 
we won't mind waiting. 


As you make your way 
through Raccoon City, 
you will hear the 
citizenry cry out for help 
as they are attacked, 
invariably, you are too 
late, and the zombies are 
already having a feast 


NEXT GENERATION August 1999 








NEXT GENERATION August 1999 


ARCADE 


NG ALPHAS 


F355 CHALLENGE 

One of the most realistic racing sims ever to hit the arcade? Wonder who that's from... 


32 



□ o say that AM2's Yu Suzuki is a car 
nut is like saying the Pacific is a 
"big" ocean. The man who gave the world 
Virtua Fighter has also consistently been 
at the forefront of racing design at least as 
far back as Hang On in '85 and, of course, 
Out Run in '86. 

F355 Challenge has been 
conscientiously designed from the ground 
up to be the ultimate in arcade racing 
realism, in designing it, Suzuki worked 
closely with actual Ferrari designers, who 
shared proprietary information and obliged 
the Challenge team with performance 
trials to collect as much data for the 
physics engine as possible. He also 

F355 Challenge has been conscientiously 
designed from the ground up to be the 
ultimate in arcade racing realism 

conducted interviews with a number of 
other Ferrari drivers — and it should be 
pointed out that he rather famously owns 
a number of them himself. 

The result is shaping up to be an 
arcade machine that's about as close to 
the real thing as you can get without 
shelling out a couple of hundred grand. 
The cabinet is modeled after the one used 
for Lost World — totally enclosed, with a 


FORMAT 

Arcade 


PUBLISHER 

AM2 


DEVELOPER 

Sega 

RELEASE DATE 
Summer 2000 


ORIGIN 

Japan 



The graphics (currently 
about 70% complete) 
are well on par with what 
we've come to expect from 
a Naomi-powered title — 
and remember, F355 uses 
three Naomi boards 


speaker on either side of the player's 
head. Three separate Naomi boards run 
three different screens, one for the front 
view, and one for each side, so you can 
see opposing cars approaching and 
attempting to pass. 

Much like AM2's previous Super GT, 
headed by Toshishiro Nagoshi, Suzuki's 
F355 Challenge is less about the thrill of 
blowing by every other car on the track, 
and more about learning the intricacies of 
competition driving and optimizing your 
own performance. The game offers three 
skill levels — novice, intermediate, and 
simulator — each of which is designed to 
not only accommodate the relative skill of 
the player, but also to teach you how to 
drive better. 

in novice level, the computer handles 
shifting and also oversees four other 
functions: Stability Control (adjustment to 




Although they don't have 
anything to do with 
gameplay, the 
introductory teaser 
screens crackle along and 
do a nice job of setting 
the mood 


































ARCADE 




Since F355 uses three display screens, you can look to the side and 
actually see cars trying to pass — important information when you 
can win or lose by tenths of a second 


NG ALPHAS 





The game debuted at the 
"Sega Private Show" in May, 
introduced by Suzuki himself. 
The prototype cabinet had all 
three screens but lacked the 
final version's outer casing 



• • $ 




The feeling of speed is palpable at times, especially considering that 
the cabinet is dark and you've got speakers blaring in your ears 



After each race, the 
game prints a summary 
of your performance 


steering during corners), Traction Control 
(adjustment to the spoiler controls tire 
grip), ABS (antilock braking), and IBS 
(intelligent braking, which automatically 
brakes during a curve). A panel onscreen 
shows an icon for each system, which 
lights up when it's activated to give the 
player feedback on their driving technique 
— brake here, take the curve a little less 
hard there. Intermediate level enables a 
High/Low gearshift, and the IBS is turned 
off, while simulator level requires using all 
six gears and disables all assistance. 

In addition, there are three modes of 
play, all of which can be accessed at any 
skill level: training mode, free run, and 
race. Training mode shows the right "line" 
to take on a track and gives advice on 
when to brake and shift. Free run simply 
puts you on the track alone, while race 
mode pits you against eight other cars. To 
measure your performance, the cabinet 
will even make of printout giving your 
time, engine RPM, and gear changes over 
the course of the race; the percent of the 
race you held the proper line; and other 


data, which you can use to gauge your 
skill and compare with other players. 

F355 will offer five different authentic 
circuits — Motegi, Monza, Sugo, Suzuka, 
and Long Beach — all of which have been 
accurately modeled. Even the spectators 
in the crowd are fully 3D and animated, 
replacing the 2D bitmaps that usually 
make up the crowd in a racing game. 

F355 will offer five different authentic 
circuits — Motegi, Monza, Sugo, Suzuka, 
and Long Beach 

F355 Challenge is certainly one of the 
most ambitious arcade racers ever 
attempted. It's certain to catch on in 
Japan, where Yu Suzuki's celebrity status 
and the obsessive nature of Japanese 
arcade-goers almost guarantee a loyal 
following. With the growing popularity of 
upscale arcades in the U.S. like Dave & 

Busters and Sega's own Gameworks, it 
may very well find a home here as well. 

Now all we need is a Dreamcast 
version. 


33 


NEXT GENERATION August 1999 _ i ^ ki ll 0 _ http://www.next-generation.com 





































NEXT GENERATION August 1999 


o 

DREAMCAST 


NG ALPHAS 



ECCOTHE DOLPHIN- 

DEFENDER OF THE FUTURE 

The elegant, lethal, and loveable hero will make a splashing 
return to the gaming world next spring — can he still make waves? 


34 


FORMAT 

Dreamcast 


PUBLISHER 

Sega 

DEVELOPER 
Appaloosa Interactive 

RELEASE DATE 
Ql 2000 


ORIGIN 

Hungary/U.S. 


ppaloosa's first Dreamcast title was 
shown as a self-running demo at 
this year's E3, but it showed more promise 
than many playable games presented at 
the show. While Ecco is known best for his 
16-bit debut on Genesis, he last appeared 
on Sega CD and never made it to the 
doomed Saturn. Perhaps Sega was wise to 
let this aquatic hero skip a generation — if 
Appaloosa can stay its course with the 
Ecco franchise, it will impress even the 
most fervent skeptics among gamers. 

The game is set in a universe 
somewhat similar to its 16-bit versions, as 
the player controls Ecco in a fully 3D 
undersea environment rendered 
realistically by the Dreamcast hardware. 
Producer Gergely Csaszar calls it "mainly 
an adventure game with action elements. 

It is not 'stage-based' but more of a huge 
underwater and above-water world 
created to be explored by the player." 

The game will be subdivided into four 
distinct areas (the first being "Paradise 
island," the others created around widely 
different themes and settings), each 


consisting of physical areas that you can 
travel freely in between. The world is being 
created using Appaloosa's proprietary 
Game world Builder technology, a realtime 
3D-environment simulating tool running 
under Windows. The program allows 
designers to build and populate the game 
areas using a drag-and-drop interface. 

"[it's] similar to how you put Lego 
pieces together," Csaszar says, "except 
that here, you drag and drop 'living 
creatures' rather than plastic blocks." 

The character models of Ecco and 
the other sea creatures are solid 
representatives of Dreamcast's power. The 
dolphin's body, for instance, is so smooth 
that it seems to consist of only one 
"building block." It's virtually impossible to 
distinguish any joints, edges, or even 
polygons on the models. The 
programmers at Appaloosa's Hungarian 
studio have created a skeletal animation 
engine that simulates a bone structure 
complete with joints, muscles, and a 
smooth skin surface. Appaloosa is paying 
particular attention to enabling the player 



These whales are actually 
much bigger than Ecco 
but are located in the 
distance. Are the days of 
pop-up finally over? 

























The importance of getting air — an important strategic element in the Genesis/Sega CD versions — has yet to be decided 


to combine all available movements 
seamlessly. This intuitive gameplay will 
allow the player to perform creative 
acrobatics below and above the water 
surface. 

Ecco is aimed at two target 
audiences: the hardcore gamer who will 
focus on the game's action and 
adventure elements, and the casual 
gamer or non-gamer, who, Csaszar says, 
"will be attracted to the dolphin and the 
huge, beautiful underwater world." There 
will also be a "recording option" with 
which players can record their swimming 
and acrobatic skills on the VMS, then play 
it back later like a program on the 
Discovery channel. 

As in the original versions, the game 
will emphasize verbal communication 
between dolphins (the developer opted 
for subtitles to accompany animal 
sounds) and other benevolent creatures. 
Gameplay will also involve many chases 


and underwater fights, and unlike Soldier 
of Fortune (see page 56), it won't end in 
blood and gore. 

In another surprising move, 

Appaloosa has hired sci-fi author David 
Brin to flesh out the story for Ecco. (Brin 
wrote the book that the Costner film The 
Postman was based on and has optioned 
his novel Startide Rising to Paramount.) 

Fittingly, Brin captures the essence of 
Ecco when he says: "I think Ecco's a 
character as brash and heroic as any 
you'll find. If we Earthlings (human and 
dolphin) ever get into real trouble, I sure 
hope Ecco will be around to save our 
skins." 

Well, entertaining Dreamcast 
gamers will be enough for now. K© 

Players can make a recording of their 
swimming and acrobatic skills, then play it back 
later like a program on the Discovery Channel 



NEXT GENERATION August 1999 























DREAMCAST 


NG ALPHAS 


HYDRO THUNDER 

I Near arcade perfect, and just in time for launch 



Every track is filled with 
personality and tiny 
details to uncover 


With more than a dozen 
vehicles and tracks, there 
is plenty of depth to the 
racing experience 


FORMAT 

Dreamcast 


PUBLISHER 

Midway 

DEVELOPER 

Eurocom 


RELEASE DATE 
September 9, 1999 

ORIGIN 

LLS. 


Some of the drops in the game are truly insane; we wonder whether or 
not the track designers from SF Rush: The Rock had a hand in them 


respects. The sense of speed and tight 
physics are all in place, and graphics are 
on par with the original. Several new 
tracks are planned for Dreamcast, but 
exactly what can be added is limited by 
the short lead time available before the 
system launch. Everything standard must 
be done before these extras can be 
considered. What's most notably missing 
in the port is the four-player link-up, which 
has been replaced by an adequate (but far 

There are plenty of death-defying jumps, 
hidden secrets, and quirky little touches of 
humor that give the game life 

less exciting) split-screen two-player 
mode. 

With only a few months to go, we 
hope the development team manages to 
find time to squeeze in the extras to 
differentiate the home version from the 
arcade. But even if they don't, the game 
will make a solid addition to Dreamcast's 
burgeoning launch lineup as an 
example of its arcade power. 


idway has been bullish in recent 
years about porting its hot arcade 
properties to the home, so it's no surprise 
that Hydro Thunder will be one of the first 
titles on Dreamcast. We've played near¬ 
final builds of the game, and we're happy 
to report that unless something terrible 
happens in the last few weeks of 
development, the port will be almost 
arcade perfect, with no loss in graphic 
detail or game quality. On the other hand, 
we are a bit dismayed by the fact that 
there seem to be few extra modes on top 
of what the arcade has to offer. 

For those who haven't been fortunate 
enough to play the addictive arcade game, 
Hydro Thunder is a high-speed boat-racing 
game set in the near future: think SF Rush 
on water. Tracks range from the beautiful 
and serene Grand Canyon to a dark and 
desolate vision of post-apocalyptic New 
York. And, just like Rush, there are plenty 
of death-defying jumps, hidden secrets, 
and quirky touches of humor that give the 
game life. 

The version we've played already 
lives up to its arcade counterpart in most 





















DREAMCAST 


NG ALPHAS 


BLITZ 2000 

Can Blitz 2000 go deep enough to ensure victory on Dreamcast? 


Recreate the drama and 
horror of Garrison 
Hearst's leg breaking 


FL Blitz can be described as a 
monster hit for Midway. With five 
versions already on the market (two 
arcade and three home versions), 
however, the license is perilously close 
to following its spiritual predecessor 
NBA Jam down the road to 
overexposure and obsolescence, with 
NFL Blitz 2000 just around the corner for 
Dreamcast, can Midway prove it can 
keep its franchise alive without falling to 
the plague of redundancy? 

While graphics aren't everything, 
Midway is counting on the fact that Blitz 
2000 is visually identical (complete with 


m 


a 60fps frame rate) to the arcade version 
of Blitz '99 to sell a lot of copies. Of 
course, in the yearly update, the front 
end has been changed around a bit, but 
there isn't anything that fans won't be 
comfortable with. The biggest change in 
the 2000 version is in the play selection, 
which has been upgraded substantially. 

It is now possible to customize your 
playbook of 27 plays by choosing from 
45 pre-made plays or some that you've 
created yourself with the built-in 
offensive and defensive play editors. Add 
to all this the fact that each team will 
have its own customized playbook fitting 
its style of play, and there is suddenly 
some new depth for players to explore. 

In addition, the teams will be 
updated to reflect the upcoming 
season's rosters. Not stopping there, 
Midway has also tweaked many of the 
star players so that they reflect more of 
their unique abilities in the game. For 
example, use Deion Sanders and you'll 
have a speed advantage over the 
standard players. 

If Midway can continue to deepen 
its arcade conversions with these kinds 
of features, usually reserved for EA 
Sports titles, the company may be the 
first since 989 Studios to challenge EA's 
golden headlock on the world of 
console sports games. 


The best part of 
Blitz 2000 is its 
complete ignorance 
of any penalties 


FORMAT 

Dreamcast 


PUBLISHER 

Midway 

DEVELOPER 

Avalanche 


RELEASE DATE 
September 1999 

ORIGIN 

U.S. 




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37 


NEXT GENERATION August 1999 _ http://www.next-generation.com 





























Special moves round out 
the boxers' arsenal, and 
while many are slow, they 
do lots of damage 



The characters have lots of 
on-screen personality, but if 
you're cocky enough to use 
your taunts, you can expect 
to get clocked 


38 


READY 2 RUMBLE 

I Don't call it a comeback — Midway's gonna knock you out 


FORMAT 
Dreamcast, PSX, N 64 

PUBLISHER 

Midway 

DEVELOPER 
Midway (Dreamcast 
version only) 

RELEASE DATE 
Sept. 9,1999 (Dreamcast) 

ORIGIN 

U.S. 


oxing games are few and far 
between — and given recent 
efforts on PlayStation like Contender and 
Knockout Kings, that's probably been a 
good thing, instead of re-creating the fun 
and excitement of the sport, most recent 
games have been slow and boring. 

Midway is poised to buck this trend 
with its first original title for Dreamcast 
(soon to be ported to PlayStation and 
N64). Ready 2 Rumble breaks all recent 
boxing-game tradition: it's fast, it's fun, 
and it looks great, with the humor of 
PunchOut! and the depth of a 3D fighter. 

Dave Wagner, software engineer and 
co-designer on R2R, says that it's all in the 
basic design. "We looked at current 
boxing games, and we were a little 
disappointed," he admits as he points out 
the poor control and slow gameplay 
problems that have plagued recent 
attempts in the category, "instead of 
approaching the game as a sim, we 
approached it as an arcade fighting game 
off the bat. we started off with the idea of 
Tekken because we like the speed and 
game style." 


The fighting-game influences are 
obvious when you first pick up the 
controller — the fighters dance around 
the ring with a speed reminiscent of Tobal 
2, and when you hit the buttons, you're 
instantly rewarded by a flurry of painful- 
looking hits. Players can execute 
combinations by chaining different 
punches together, and there are also 
variety of special punches that are 
executed by combining certain pad 
movements with button combinations. 

Another aspect the team has taken 
from fighting games is the diverse rogues' 
gallery of characters. Each fighter has a 
unique personality and is meticulously 
detailed down to the smallest facial 
features (which change in-game to reflect 
damage done), in addition to differences 
in speed and power, fighting styles 
dramatically differ from fighter to fighter, 
varying from kung fu boxing (think Bruce 
Lee without the kicks) to traditional styles 
found in real life. 

One issue the team has had to 
address, however, is the lack of moves 
inherent in boxing compared to a 



ftj IDWAY 





















DC/PSX/N64 


NG ALPHAS 



Boxers are not only distinguished by size, weight, and look, but also 
by their unique fighting styles. Mastering each fighter's unique feel 
(such as the kung-fu action pictured above) is critical to being able to 
use them effectively in the ring. And unlike many boxing games, you 
can't bring all of the skills you learn on one boxer to another 




when characters get hit 
they react appropriately, 
snapping their heads 
back and bruising. Over 
time, you can get so 
battered that your face 
is a real mess 


traditional fighting game. Wagner says his 
team hasn't found this to be a problem, "it 
makes the game tighter," he explains. 
"Now we can concentrate on punching 
without worrying about kicking and 
fireballs." In fact, Wagner argues, with the 
ability to block, bob, weave, and jump 
back, the gameplay is actually deeper 
than any fighting game on the market. 
While we wouldn't want to be in the room 
while Wagner argues this point with a die¬ 
hard Virtua Fighter fan, after some 
extended bouts with the game, we can't 
deny that there's an incredible amount of 
depth hidden just below the surface of 
the seemingly-simple interface. 

Besides the action in the ring, the 
game also features an ambitious 
management mode which puts even its 
more sim-like competition down for the 
ten count. As a manager of fighters, you 
are given a certain amount of money with 
which you can sign prospects and build a 
gym for them to train in. After picking 
your training equipment, you actually 
participate in several related sub-games 
to make your boxers better before you 
schedule their fights. Each duel can either 


be for ranking or money — both of which 
are equally important, because to win the 
game you must have all three title belts at 
one time with boxers you control. If you 
don't balance your resources carefully, 
you may be forced to re-sign your 
boxers at much higher rates or, even 

Unlike the current crop of boxing games, 
there is an incredible amount of depth 
behind the seemingly-simple interface 

worse, lose them altogether. 

At this point, it looks like Midway's 
choice to gamble on R2R as a release title 
will pay off in spades, its graphical flair 
never overshadows its deep gameplay, 
and it is one of the few truly original titles 
coming out this year to make Dreamcast 
shine, if the frenzied reaction at E3 and in 
the Next Generation offices is any 
gauge of the title's future success, 

Midway has a monster hit on its hands — 
and possibly the beginings of a franchise. 

We won't be surprised if we're previewing 
Ready 2 Rumble: Hockey this time 
next year... 


39 


NEXT GENERATION August 1999 http://www.next-generation.com 













NEXT GENERATION August 1999 


PC 


NG ALPHAS 




A cleaner, easier-to-use interface has been implemented 



40 


BATTLEZONE II 

I Will the sequel to Battlezone be the break-out hit the original wasn't? 


FORMAT 

PC 


PUBLISHER 

Activision 


DEVELOPER 
Pandemic Studios 


RELEASE DATE 
August 

ORIGIN 

(IS. 


hile last year's Battlezone remake 
pushed the emerging action/ 
realtime strategy genre into the 
spotlight, there weren't as many takers 
as Activision had hoped. Fortunately for 
the company, there's a chance this 
refined sequel can change all that. 

The story advances the game to 
modern day, after the NSDF and CCA 
(enemies in the first game) have allied to 
form the International Space Defense 
Force, monitoring the remaining alien 
technology. After picking up some weird 
messages from space, "you're part of 
the elite ISDF force sent out to see 
what's up," says Pandemic CEO Andrew 
Goldman. "On the front lines of the 
battlefield, you'll combat the revived 
alien technology, but you'll need to play 
to figure out who's behind it all." 

The vehicular-based gameplay 
features two campaigns and is spread 
across six intergalactic worlds, but 
running around on the open battlefields 
will take a more prominent role. Once 
again, players can exit their vehicles to 
snipe enemies, but now it's on living 
battlefields, where the alien wildlife is 
prone to attacking the player. To wit, the 


designers have implemented new 
handheld weapons and power-ups such 
as bazookas and jet-packs to tempt 
players out of their vehicles. 

But it's the new robust physics 
engine that really enhances gameplay. 
The hover vehicles, walkers, and treaded 
vehicles already have extremely distinct 
physics characteristics, and even 
vehicles from within the same family will 
have their own unique modeling. These 
physics additions don't just add to the 
action, according to Goldman — they 
also add to the strategy. 

"If you are on an island, it would be 
foolish to build up a lot of treaded 
vehicles because they can't cross the 
water," says Goldman. "Or you may want 
to destroy a bridge spanning a canyon to 
prevent everything but flying units from 
getting to your base." 

With the core technology in place 
from the first game, the Battlezone II 
focus has been on the gameplay. if 
Pandemic nails it (we're thinking it 
might), and the buzz gets out, a lot more 
people may (deservedly so) see this 
sequel than saw the first 
Battlezone. 





The game features 30 
unique units including 
tanks, infantry, air 
support, mobile assault 
turrets, and one of 
Director George Collins' 
favorites — the kamikaze¬ 
like Mortarbike 



































The fact that your bike 
hovers means that you 
can drive over any 
surface, land or water. 
Different terrains and 
catching air change the 
"feeling" between your 
bike and the ground 



This desert landscape is reminiscent of 
Episode l: Racer. The game evokes that 
title's sense of speed, too 


JETM0T03 

1 Can a new developer bring the speed back to this rocketbike racing series? 


FORMAT 

PlayStation 


PUBLISHER 
989 Studios 


DEVELOPER 
Pacific Coast 
Power and Light 

RELEASE DATE 
Q3 1999 


ORIGIN 

U.S. 


et Moto has been a PlayStation 
stalwart since November 1996, 
when Singletrac and Sony launched the 
first version. Ostensibly an answer to 
Nintendo's groundbreaking wave Race, Jet 
Moto broke its own ground, bringing an 
entirely new racing experience to 
PlayStation that combined speed, stunts, 
and jumping in a way that was not only 
accessible, but utterly absorbing. 

Newcomer developer Pacific Coast 
Power and Light (also working on THQ's 
Road Rash 64) has started this third 
version from scratch, and while it's 
clearly a continuation of the series, the 
new engine brings with it a technological 
boost and adds features. 

"The graphics are a lot better than 
in One or Two," says Lead Programmer 
Eu-Ming Lee, explaining that new 
dynamic lighting, colored fog, and 
particle system effects will be used. And, 
Lee adds, "the game runs faster, and as a 
result, plays faster." 

Undoubtedly, as Jet 3 will likely be 
locked in at 30fps. With the faster pace, 
the game expands on the huge stunts and 


floating jumps of previous games, and 
brings with it a more visceral racing 
experience, accentuating tight turns and 
fast straights. 

"We've also added the bunny hop," 
Lee explains, "and for certain terrain, it's 
helpful for you to hop over small 
obstacles. A little hop prevents you from 
slowing down as much as you do when 
you catch air. it's new, and it makes this 
version feel different." 

There are 16 tracks to choose from 
initially, with one-player practice, single 
race, and season modes as well as a two- 
player head-to-head mode. Jet Moto 3 
also features a freestyle stunt mode that 
becomes accessible to players who 
successfully complete the season mode 
on expert level. 

Considering they started without one 
line of code, the team has built a 
competitive product late in PlayStation's 
lifecycle, and hopefully the team can put 
the same polish into the final gameplay. 
With WipeOut 3 and numerous other 
racers preparing for fall releases, 
it's going to need every edge. 




Environments change 
rather dramatically — 
a downtown view 
[top] actually ends up 
in a subway 


41 


A *Jg|st,; 1999 __ http://www.next-generation.com 


































lungifi Software, the company that rewrote the rules for strategy games with Myth and Myth II 
I introduces Dni, an 


action game that will redefine the genre. As Konoko, you'll fight through hugi 
futuristic 3D environments using a ground-breaking combination of gunplay and hand-to-hand 
combat to defeat hundreds of devious opponents. From your first bullet to your last kick, surviving 
Dni's high-tech world of crime and deception will take everything you've got. 

Coming this Fall for Windows and Mac OS. r^i iiy 

For screen shots and additional information visit oni.bungie.com I EH 











NEXT GENERATION August 1999 


N64/PSX/DC 


NG ALPHAS 


VIGILANTE 8: SECOND OFFENSE 

'70s muscle cars take on some bad muthas from the future? Darn straight 





FORMAT 

N64, PlayStation, DC 

PUBLISHER 

Activision 

DEVELOPER 

Luxoflux 

RELEASE DATE 
Fall 1999 

ORIGIN 

U.S. 


The PSX version has 2- 
player head to head, 
but for 4-player action 
you'll need a DC or N64 


A Pinto is hardly the car we'd want to 
be strapped into during a firefight 


□ igilante 8 was originally conceived 
as a console version of interstate 
76, but it played much more like Twisted 
Metal than its PC brethren. This shake-up 
in gameplay gave V8 a wider audience as 
console fans snatched it up looking for 
something to fill the void in car-combat 
releases. Now, over a year later, the 
developers at Luxoflux are hard at work on 
the sequel, which already looks promising. 

One area where V8 didn't follow in 
Twisted Metal's footsteps was in its 
storyline, which actually had some 
purpose, in V8: Second Offense, also, story 
matters: the game picks up the thread of 
Slick Clyde after his triumph in the first 
game. Clyde has taken control of the 
world's oil supply through his affiliation 
with the evil corporation OMAR, which 
means that he rules the world with the 
exception of the United States. The game 
then fast-forwards to the future, in which a 
70-year-old Clyde, infuriated by his inability 
to take over the U.S., steals a time 
machine so that he can go back to 1977 
and take revenge on the Vigilantes. 

"This gives us the ability to stay in the 
70s and keep the 70s vibe," explains 
Peter Morawiec, creative director at 
Luxoflux. "But we can also bring in all 
these modern things without being tied 
down to 70s technology." This new-age 
technology is readily apparent from the 
car selection screen, which contains such 
vehicles as a hovercar and a futuristic 
three-wheeled cycle. (Fans of the original 
























need not worry: there is also a heavy mix 
of seventies vehicles like a Pacer and an 
El-Camino-esque vehicle.) 

Luxoflux is determined to do this 
sequel right. While the theme of the game 
may be the same, everything has been 
changed around. "We're trying for more 
variety in the sorts of cars so it's not just 
four-wheeled vehicles," stresses Morawiec 
as he demos such new vehicles as a semi 
with a trailer (watch out for jackknifing) 
and a six-wheeled buggy with four-wheel 
steering. Among the 18 vehicles, none are 
repeats from the first game — and while 
some of the old characters will make 
appearances, they will all be in new cars. 

One area that hasn't been changed 
much is the rock-solid gameplay of the 
first game. There is only one new regular 
weapon, a flamethrower, and the biggest 
change appears to be that all of the 
weapons have a new secret attack to 
bring the total of each one to three. "I 
think the core remains essentially the 
same," admits Morawiec when confronted 
with the fact that the gameplay has stayed 




A lunar explorer fighting a Town Car? it seems strange to us that a 
group from the future wouldn't rather have a tank 



The N64 version is a little less detailed 
than its brethren, but the gameplay is 
just as solid 


so close to the original — but given the 
quality of the first, we can see why the 
team is happy with the way the game is 
going. The biggest gameplay change is the 
addition of three ways to "transform" your 
car to better fit your environment. Pick up 
the correct power-up and you can add skis 
to your car for the snow, propellers and 
floats for the water, and some hoverjets to 
take to the air. 

The only area that has been 
significantly changed from the first 
(besides the entirely original array of 
vehicles and arenas) is the structure of the 
quests. Level locations now span the 
entire country and take place anywhere 
from the bayou to the desert. Goals have 
been enhanced so that now there can be 
several different waves of enemies to 
fight. You might even have to assist NPCs 
or defend a convoy. 

Of course it goes without saying that, 
with the Dreamcast version in the works, 
this will be the most spectacular-looking 
car-combat game yet. Surprisingly, 
however, there have been advancements 
on the PlayStation and N64 versions of the 
games that bring them up to the 





The single-player game is 
much more plot driven 
than its predecessor 


It goes without saying that the Dreamcast 
version of V8 will be the most spectacular¬ 
looking car-combat game yet 

standards considered to be "state of the 
art." Especially cool for the hyper¬ 
observant are all of the little details that 
are already in the game like brake lights, 
smoke from squealing tires, and some 
nice specular highlighting on the cars. 

There are still a few months left 
before the game debuts, and the nine- 
man team at Luxoflux is already crunching 
to make sure that all three versions come 
out close to each other. With little in the 
way of competition this holiday season, it 
looks like the second offense will 
be just as strong as the first. 





















DC/PC 


NG ALPHAS 


TOY COMMANDER 

I No Cliche's first Dreamcast title could prove to be this year's most refreshing 


the house with hordes of plastic 
soldiers, planes, ships, and other toys 
going berserk. 

You must restore order to seven 
areas of the house, and each area 
features six missions. The 42 missions 
will range from rather straightforward 
car races to strategic and action-packed 
military missions. In certain missions, the 
player will need to steer an unarmed 
truck through big constructs and 

The conflict arises when the boy’s 
teddy bear decides to challenge the 
boy’s position as “toy commander” 


The soldiers will be able to perform group attacks and tactical 
maneuvers — the defenseless truck must be both protected and 
steered out of trouble 


FORMAT 

Dreamcast/PC 


PUBLISHER 

Sega 

DEVELOPER 
No Cliche 


RELEASE DATE 
September 1999/ Q1 2000 

ORIGIN 

France 


hen Sega bought Adeline Software 
over a year ago (re-dubbing it No 
Cliche), it was obvious that the 
company's first title under Sega's banner 
wouldn't be another Twinsen game, but 
rather an entirely new and original title. 
No ClichP has been very secretive about 
Toy Commander, and its obscure 
working title, Gutherman, didn't clarify 
things either. Nearing two years in 
development, Sega waited for the recent 
Electronic Entertainment Expo to unveil 
a game that's a surprisingly quirky and 
dramatic departure from the French 
developer's previous works. 

Not unlike 3DO's Army Men 
franchise (in fact, suspiciously close to 
3DO's Army Men franchise), the game 
puts the player into a world where toys 
wage war. The battles take place in a 
large house inhabited by a young boy 
named Guthy (a name likely to changed 
in the U.S. release) and his large toy 
collection. The conflict arises when the 
boy's teddy bear, Hugolin, decides to 
challenge the boy's position as "toy 
commander" and forms an alliance with 
seven boss characters to defeat him. 
Each of the bosses (among them a 
robot, clown, etc.) has filled an area of 






















Lighting and other environmental effects are very impressive and 
add life to the plastic world 



strategically drop off (and pick up) 
plastic soldiers for battle, in other levels, 
it's possible to switch between ground- 
based and air-based vehicles, for 
example, to defeat a kangaroo dressed 
as Godzilla. 

Except for the game's movie 
sequences, Guthy does not appear in 
the game itself and is not shown 
manipulating the toys onscreen. 

"That would have looked a bit odd, 
wouldn't it?" Frederick Raynal, the 
game's creative director, asks. But 
Raynal's team isn't afraid of wacky ideas. 
In what constitutes a rather original take 
on the now-standard "water level," 
Hugolin and his minions have flooded 
the kitchen and nearby rooms, forcing 
the player to move by plane or ship. 

Even in the early version presented at 
E3, the control for each of these vehicles 
and characters seemed very instinctive, 
and it doesn't take much practice before 
one is able to fly through the house with 
ease, performing the kind of aerobatics 
required for sophisticated attacks. 

'Toy Commander is not really a kid's 



For the 10% of the audience that doesn't like to blow things up, 
developer No Cliche has added weapons-free racing 



O • 


ti d * 


game, though," Raynal explains, "it's 
rather aimed at ages 15 and up. 
Controlling the planes and following 
missions is still a little too hard for my 
six-year-old son. But then he went and 
beat the whole No Cliche team in a 
Power Stone contest." 

Time will also play a crucial part in 
completing the game, and Raynal 
promises an entire hidden area if certain 
times and goals are met. As for 
multiplayer modes, up to four players will 
be able to compete in a split-screen 
mode that offers games such as capture- 
the-flag and cat-and-mouse. 
Unfortunately, though, network options 
will only be added to the Japanese 
version, which will be released later this 
year. According to Raynal, Sega may 
release a gold version with network 
support in Europe and the U.S. later on. A 
PC version of Toy Commander is also in 
development for an early 2000 release. 

And while No Cliche is putting the 
finishing touches on Toy Commander, 
the company is already working on its 
second Dreamcast game, the "survival 
horror" action-adventure Agartha, which 
should hit shelves late next year. Raynal 
promises it to be "very dark, gory, and 
with a very high graphical quality." 

So much for colorful toys and 
cuddly enemies. 



47 


NEXT GENERATION August 1999 _ http://www.next-generation.com 


















August 1999 





With a stronger focus on level variety and all-new 
features like the targeting mode. Die Hard Trilogy 2 's 
third-person action sequences play more like the hit 
Syphon Filter than the original game 




The game 
levels are 
the most 
interactive 
we've seen. 
Shoot a 
terrorist in 
the knee 
and he falls 
in pain, 
shoot a gas 
tank and... 
boom 


48 


DIE HARD TRILOGY 2 

Ever wonder what happened after Die Hard 31 Evidently there are always more terrorists 


FORMAT 

PSX/PC 


PUBLISHER 
Fox Interactive 


DEVELOPER 

Nspace 

RELEASE DATE 
Fall 1999 

ORIGIN 

U^. 


f there is anything we've learned 
from the Die Hard trilogy of 
movies, it's that John Maclaine, cop 
extraordinaire, is always going to find 
himself in the thick of trouble, in Die 
Hard Trilogy 2, the story leads off after 
Trilogy's finale with Maclaine once again 
finding himself in a bad situation: he 
goes out to Vegas to visit his friend 
Kenny Sinclair at a prison-privatizing 
party (evidently, it's a prestigious thing). 
Soon enough, terrorists show up and 
take the people at the party hostage, 
forcing Maclaine to fight his way out. 

This is where the game begins — it's up 
to you to not only escape from the 
prison but to figure out the terrorists' 
insidious scheme and stop it if you can. 

The story unfolds in-game, and like 
the first game, you must play through 
stages of third-person action, shooting, 
and driving to get to the end. Now, with 
the addition of a storyline, the different 
types of gameplay segue into each other 
and you never know which type of game 
you will be playing next. While the 
gameplay of each engine is similar in 
theme to the original game, they have 


been improved significantly. "With a 
sequel, you're always being careful 
about how much you're changing," 
explains Gary Sheinwald, the senior 
producer on the game. "You don't want 
to change too much, so that people that 
liked the first one won't like the sequel, 
and you want to change it enough so 
that it's a different experience." 

At 50% done, it already looks like the 
team may be able to hit this mark 
exactly. The game starts with a third- 
person engine that has you guiding 
Maclaine through levels from a 
perspective that's somewhere between 
Tomb Raider and a top view. With the 
addition of a plot to the game, the 
designers have added some more 
complex level designs which look as 
though they'll actually challenge the 
player to do more than just having to run 
down the halls shooting copiously. Also 
new are a repertoire of moves for 
Maclaine that make him that much more 
movie-like. Players can now jump 
through windows head first with their 
guns blazing, stop and look around 
corners, or even advance slowly with 



The PlayStation version 
may be in a lower 
resolution, but it still 
manages to look good 


























PSX/PC 




NG ALPHAS 


Succesfully navigating the light-gun mode doesn't 
require sharp aim. You must also have the discipline to 
hold your fire as hostages scurry out of the way 


their gun down in the characteristic style 
of the movie. 

The attention to detail adds an air 
of authenticity that the original 
somewhat lacked. "In the first DHT, the 
gun game had a very destructible 
environment, and we're trying to bring 
that to all three games," says Sheinwald 
as he uses Maclaine to shoot out 
windows, set off fire alarms, and 
generally cause mayhem in his 
environment. Terrorists catch fire and 
run screaming toward him only to be put 
out by the water from the ceiling 
extinguishers — they are then taken out 
by a clean head shot with the new-and- 
improved aiming feature. 

These details carry over into the gun 
part of the game, which is equally 
improved with a robust new graphics 
engine that displays polygonal enemies 
instead of the two-dimensional baddies 
of the first game. As promised, 
everything we could think of could be 
shot (including hostages — oops!) and 
there was just as much fun to be had 
looking for secrets as there was shooting 
the enemies. The concept of bosses has 
also made its way into the game, and a 


character that you fight in the gun mode 
can run away to fight you again in a 
different mode. 

Unfortunately, as of press time, the 
third engine (the driving engine) was the 
least completed, and the levels featured 
no real detail. Fans of the first game will 
be pleased to find out that the ability to 
shave some time off your pursuit by 
running onto the sidewalks has been 

Terrorists catch fire and run screaming 
toward you only to be put out by the 
water from the ceiling extinguishers 

kept intact, complete with the 
windshield wipers that clean the blood 
off after plowing through a particularly 
busy area. 

Overall, it looks as if DHT 2 is on the 
right track to being another hit for Fox. 

While there are fewer levels than in the 
first, Sheinwald promises that the game 
will be "much bigger overall," and with 
that promise comes a level of 
storytelling and level design which will , 
pull you even more into the mythos. 

Yippie kai ay, uhhh.... guys. 


while it is possible to play each type of 
game individually in the arcade mode, 
the real challenge comes from running 
the gauntlet of all three while in the 
story mode 


NEXT GENERATION Aug ust 1999 _________ http://www.next-generation.com 




























N" Logo are trademarks Of Nintendo of America Inc. 













NEXT GENERATION August 1999 



NG ALPHAS 


When your Sims show some skin, the 
game keeps things clean with witness- 
protection-style pixelation. Sometimes 
your Sims will appeal to the player for 
help — here, the one fanning her armpits 
needs a shower, while the other one 
needs to relax in front of the television 


Real Quake skins can be used to outfit your Sims. As you can see here, they don't spend all their 
time deathmatching — they have their more domestic side 


THE SIMS 

Will The Sims do for human nature what SimCity did for urban planning? 


52 


FORMAT 

PC 


PUBLISHER 
Electronic Arts 


DEVELOPER 

Maxis 


RELEASE DATE 
Winter 1999 


ORIGIN 

U.S. 


ill Wright's SimCity series was the 
foundation upon which Maxis built 
its reputation. The franchise has spawned 
a number of in-house projects ( SimAnt, 
Simlsle, and SimCopter, to name a few) 
and copycat games from other 
publishers. None of these come close to 
having the impact and longevity of the 
original, however, Wright's latest project, 
The Sims, could very well overshadow 
the gold mine that is SimCity. 

The Sims started seven years ago as 
a home architectural simulation and 
evolved over time into a complete 
behavioral simulation of individuals in a 
neighborhood. At its core. The Sims still 
contains the architectural simulation, 
whereby players can choose a lot and 
design a home. But players must also 
design the home's inhabitants — and 
that's where things get interesting. 

Wright purposefully avoided creating 
human simulations until now, but he 
feels it is an idea whose time has come. 
"With SimCity, it was easy to put up 


plausible traffic patterns. I mean, it's hard 
to argue with statistical layers. But when 
you watch a person walk around on the 
screen, we are so attuned to human 
behavior that it is very easy to pick out 
an inappropriate decision." 

The key technology in The Sims is 
what Wright calls a "behavioral engine." 
Ditching the classical Ai approaches 
where the emphasis is on creating smart 
characters, The Sims uses a distributed 
behavior model where objects and 
environment have behavior embedded in 
them — the file for the model of a TV, for 
example, contains all the instructions for 
watching it and the conditions under 
which a Sim would want to. In addition to 
creating believable interactions, the side- 
effect benefit of this model is that new 
objects can be dropped into the mix 
without the need to make people in the 
game any smarter. 

"I can drop a soccer ball into the 
game and it will contain all the rules for 
soccer, along with the associated sounds 



You can choose career 
paths for your Sims 
ranging from a military 
job to a life of crime 



































PC 



You distribute points among five traits: 
neatness, laziness, playfulness, 
extrovertedness, and niceness 


Sims left to their own devices will cause 
unpleasant living environments. Witness 
the piles of refuse, uncleaned bathroom, 
flies buzzing around half-eaten pizzas, 
and dying houseplants as the bachelor 
orders another pizza 


Build a relationship and 
you may get to propose, 
if the Sim says yes, you 
get married on the spot 


NG ALPHAS 


and animations," says Wright. "People 
could, say, download the soccer ball 
from the web and their Sims would 
automatically go outside to play soccer 
when they become bored." 

From the get-go, The Sims is a 
unique game with clever concepts, its 
load/save screen is a ten-lot suburban 
neighborhood, and each family that 
occupies a house is the representation of 
a saved game. Once you build a house 
and create a family, you can actually 
invite your neighboring saved-game 
families over for dinner. 

Not unlike an RPG, to create people 
in the game you must choose the sex, 
skin color, and age. In addition, you 
distribute points among five personality 
traits: neatness, extroverted ness, 
playfulness, laziness, and niceness. 

Wright suggests balancing out your 
families for best results. A skin editor is 
already available and eager users are 
creating customized Sims by the 
hundreds. And in an unlikely twist, the 


editor will enable users to import Quake 
II skins directly. 

Characters in the game will initially 
need to be babied, fulfilling their basic 
needs for food, comfort, and cleanliness 
— and yes, you will need to potty-train 
your fledgling Sims. But as you provide a 
better environment, their autonomous 
decision making improves. At that point, 
you can work on higher needs such as 
careers and relationships. 

Wright wants to leave the game 
open-ended like SimCity, but the measure 
of success in the Sims is prosperity. 

You're going for the big house on the hill, 
a lot of friends, and a successful job, but 
that doesn't mean you must be a doctor 
or lawyer to win. in fact, you can choose 
a life of crime and retire as a successful 
criminal mastermind. 

The Sims turned a lot of heads at E3, 
and if it continues on its current path, 
someone at Electronic Arts will have the 
pleasure of telling his boss, "I told 
you so." 


53 


NEXT GENERATION August 1999 _ http://www.next-generation.com 



















NEXT GENERATION August 1999 


PC/DC 


NG ALPHAS 


I Although combat is exciting, 
players will need to trade cargo 
I to upgrade weaponry 








ar 


The Jump Runner universe is home to numerous gangs and empires. "Hero" Ethan Fall comes 
under attack by everyone from small-time pirates to intergalactic warlords 



JUMP RUNNER 

I Can a space-based combat-and-trading game keep a newly independent developer going? 


FORMAT 
PC, Dreamcast 


PUBLISHER 

TBA 


DEVELOPER 
Glass Ghost 


RELEASE DATE 
December 1999 

ORIGIN 

UJ<. 


eveloper Simis had long been 
known for its sims, but after a 
management buyback from Eidos last 
year, it was clear that the newly 
independent company would have to 
diversify to survive. So now, a year later, 
two studios exist: Simis still specializes in 
PC-based sims but also runs Glass Ghost. 

So it's no surprise that its first project. 
Jump Runner, is described in grand terms. 
Obvious comparisons such as Elite and 
Privateer join elements of Grand Theft 
Auto, Dungeon Keeper, and Final Fantasy. 
Set hundreds of years into the future, its 
eponymous jump runner, Ethan Fall, is a 
small-time smuggler who agrees to carry a 
mysterious package. Before he can learn 
its destination, however, his contact is 
assassinated and he flees. A cut scene 
then shows six bounty hunters being sent 
to recover the package, and they act as 
end-of-level bosses throughout the game. 

This is typical of the way the plot is 
structured: you travel around sprawling 
galaxies, accepting bread-and-butter 
missions to build up resources. Unlike 
Privateer, you can own more than one 
ship and swap weapons. Progress is 
strictly controlled by plot missions, and 
clues about the mysterious package are 
slowly uncovered en route. 


□ 


If you rip off a valuable cargo from one 
gang, you shouldn’t get into too much 
trouble with its arch-enemies 


Each new level is determined by the 
success or failure of previous missions. For 
example, if you rip off a valuable cargo 
from one gang, you shouldn't get into too 
much trouble with its arch-enemies. 

As James Brooksby, project director, 
explains, "Jump Runner is for Dreamcast 
and PC, so it has to be designed so that 
anybody can pick it up, and as a player, 
you need to feel you are somebody." All 
the trading is driven by interacting with 
other characters. "We wanted to get away 
from mission briefings and introduce story 
elements, something like Final Fantasy," 
Brooksby continues. 

Jump Runner may only be halfway 
complete, but a small-scale multiplayer 
universe has already been successfully 
tested. The final version will support a 
persistent Internet environment for PC 
and, potentially, Dreamcast as well. But for 
Simis co-founder lan Baverstock, this is 
more than just another game: "Glass 
Ghost is focused on games, and Jump 
Runner will be the one to show off 
what we can do." 




The game mixes the 
adrenaline rush of space 
combat with the 
capitalism of smuggling, 
with a story driven by 
your success or failure 


54 
























PLAYSTATION 


NG ALPHAS 


FEAR FACTOR 

Anime meets Resident Evil 
— can Kronos make it work? 



Does anyone bother making games without tough chicks anymore? 



it remains to be seen 
whether Kronos can out- 
Resident Evil Capcom, 
but at least it's ambitious 


ear Factor is unique not just for 
what it's attempting, but for what its 
designers chose not to attempt. A 
character-based action/adventure game, 
Fear Factor uses streaming FMV 
backgrounds with 3D models for its main 
characters and foregrounds. The twist is 
that the 3D characters are rendered out 
with a special technique that gives them a 
decidedly fluid 2D anime look. 

Producer John Patten, who worked on 
Activision's Battlezone and ultima IX 
Ascension, explains this decision. "While I 
respect what the 3D characters out there 
have done for the game industry, they're 
all starting to look the same. They're 
almost becoming cliche." 

Patten's intention? To "amp-up the 
good stuff from Resident Evil and the 
Alone in The Dark series." Indeed, 

Kronos' pre-rendered FMV backgrounds 
move simultaneously with the camera 
around the 3D characters and objects, in 
addition, there are invisible polygons 
that track the position of some objects 
in the background, enabling the player 
to interact with them. 

with hundreds of pre-rendered 
backgrounds for hundreds of screen 
views, Fear Factor will occupy a whopping 





four CDs. The gameplay is split into 
sections, where you play one of three 
characters. Following the current trend, 
one character is a beautiful and deadly 
woman who comfortably totes two guns. 

in addition to the traditional projectile 
and grenade arsenal, some interesting 
hand-to-hand weapons include a garroting 
wire, a meat hook, a power saw, and a 
surgical blade. However, while combat 
plays a big part in the game, it's balanced 



Believe it or not, all the 
characters are actually 
3D models — they just 
look like anime cartoons 


“While I respect what the 3D characters 
out there have done for the game industry, 
they’re all starting to look the same” 

with adventure-game-style puzzles with 
contextual clues. 

Kronos promises that the game will 
be fast-paced and that the action and 
puzzles will be integrated into the story. 

The new technologies employed in the 
game are ambitious, and the few early 
screens Next Generation saw 
demonstrated a command of the new 
tools. As a graphics effects house, Kronos' 
background lies more in art than in game 
design, and only time will tell if the design 
team's daring attempt to be different will 
result in exceptional playability. j^Qg origin 


John Patten, producer 


FORMAT 

PlayStation 


PUBLISHER 

Eidos 


DEVELOPER 

Kronos Digital Entertainment 

RELEASE DATE 
Q4 1999 


55 


http://www.next-generation.com 

























NEXT GENERATION August 1999 


PC 


NG ALPHAS 


SOLDIER OF FORTUNE 

I Think Quake III: Arena is the only PC shooter of 1999? Raven's about to surprise you 



Unlike Half-Life, there will be many different-looking NPCs in Soldier 
of Fortune. Raven's proprietary GHOUL system allows for an easy 
mix-and-match of various physical traits 



Shades of ColdenEye ? 
Sniper scopes, throwing 
knives... heck, there are 
even enemies hiding out in 
the toilet stalls 


FORMAT 

PC 


PUBLISHER 

Activision 


DEVELOPER 
Raven Software 


RELEASE DATE 
November 1999 


ORIGIN 

U.S. 


bar for this kind of game, and we're going 
to take it to the next level." 

Coincidentally, SOF is also based on 
a Quake engine, but the team at Raven 
prefers to call it "Quake 2.9." Like Valve, 
Raven has added quite a bit of 
proprietary technology to its engine, 
including 32-bit color, curved surfaces, 
and highly-detailed textures. At the heart 
modification is GHOUL, a rendering 


□ ot long ago, Quake ill designer Tim 
Willits told Next Generation that it 
was not his goal to recreate the mundane 
world. While id's levels take game 
environments to the extreme, there's 
nothing mundane about Raven Software's 
Soldier of Fortune — a first-person thriller 
set in real-world environments and 
loosely based on the military magazine of 
the same name. 

In Soldier of Fortune (SOF), the player 
assumes the role of a modern-day 
soldier-for-hire, out to prevent a fanatical 
mercenary faction from securing nuclear 
arms. The single-player game takes place 
in nineteen locations on five continents, 
including Iraq, New York City, Uganda, 
Kosovo, Colombia, and Russia, just to 
name a few. The locations are visited 
throughout 30 missions with assignments 
that include hostage rescues, escorting 
and reconnaissance scenarios, and plenty 
of assassinations and vehicle destruction. 
Raven maintains the story has been 
written by a "well-known, published 
writer," who has had to remain nameless 
due to contractual issues at press time. 

"Quite simply," says Eric Biessman, 
project lead at Raven Software, 
"atmosphere is the key to what we're 

trvinp tn hnilri hprp Half-1 ifp rakprl thp 
























Yeah, it's hyper violent all right, but what did you expect from a 
game licensed after a right-wing, pro-gun, survivalist magazine like 
Soldier of Fortune? A butterfly-collecting simulator? 


Shooting a player in the face or gut may yield a gushing stream of 
blood to pour out of the wound. However, Raven has added a 
parental lock for concerned parents, which can turn off the gore 


system that allows for location-based per- 
poly collision detection. Characters are 
made up of 26 damage points (or "gore 
zones," as Raven puts it), so it's possible 
to shoot an enemy in the arm, the legs, 
the head, or even the groin. Not only can 
players shoot a weapon out of someone's 
hands, but with the sniper mode on, it is 
possible to knock the glasses off 
someone's face if you're a good enough 
shot. While this is not unlike the location- 
based damage seen in Rare's GoldenEye, 
it's far more graphic. SOF is truly gory — 
players can fully dismember limbs or 
decapitate a baddie with one blast from 
the right weapon. 

As the game takes place in modern- 
day society, all of the weapons are based 
on real ones, although Raven has 
changed the names of each for licensing 
reasons. This may be beneficial given the 
current climate surrounding the 
videogame industry. Finger-pointing 
politicians aside, players who are mature 
enough to handle the subject matter can 
expect an array of sniper rifles, semi- and 
fully-automatic pistols, and an assortment 
of peripheral weapons such as grenades 
and bombs. 

All the animations and the many 
scripted sequences are motion-captured 
for convincing realism. NPCs will walk 


around and go about their daily lives 
while others may request to join in on the 
fight. Dynamic music, by way of 
compressed WAV files, will change 
depending on the scene and what's 
happening on screen. 

On the multiplayer front, there will 

With the sniper mode on, it’s possible to 
knock the glasses off someone’s face if 
you’re a good enough shot 

be six modes of play for LAN or internet 
gamers. Along with the regular 
deathmatch, capture the flag, and king of 
the hill variations, SOF offers a couple 
new twists, in assassin mode, the goal is 
to frag the target player, and then the 
killer becomes the hunted. The player 
who can stay alive longest and be the 
target of all players is the one to win. In 
arsenal mode, the winner will be the 
player capable of killing using one of 
each of the weapons provided. 

If all goes well. Soldier of Fortune 
should be out by November of this year. It 
will require, at the minimum, a P200 with 
a voodoo 1 card. Let's just hope 
Activision doesn't rush this potentially 
groundbreaking shooter out the door 
prematurely (a la Sin or Quake ID because 
it certainly is one of the most promising 
PC action titles in some time. CnQS 



in multiplayer games, 
server hosts will have the 
option to scale the effect 
of bullets, so players 
won't die from a single 
shot to the head, as in the 
single-player game 






















NEXT GENERATION August 1999 


PC 


NG ALPHAS 


EVOLVA 



Sometimes a great game comes out of nowhere. Here's one that 

not only looks like nothing else, but plays like nothing else 


58 



n f Computer Artworks does anything 
well, it's push the technology 
envelope, add originality, and surprise 
people with the result. In 1994, its Organic 
Art mixed an easy-to-use interface with 
high-end graphics, enabling you to "breed" 
shapes and create organic images as 
screensavers (see "Artificial Life," NG 23). 
The media went ballistic, and it quickly 
crossed into the worlds of fashion and 
club culture — not bad for a project that 
started out as a vehicle to develop 3D 
technology for games. 

In the years since, the company has 
been quiet. Odd details surfaced about 
Evolva, but little of real substance. "We got 
our heads down and did some really good 
work," says Computer Artworks President 
William Latham. "There's always a danger 
when developers start shouting about 
stuff before they've done anything." So for 
two years, they've been plugging away 
designing Evolva 's code in-house, and all 
of it, from the 3D engine to the physics, 
the Al code, and the in-game editor, is 
modular and reusable for future titles. 

The game's premise is that mankind 
has mastered genetic engineering, the 
result of which is the genohunter, a basic 
military unit. As commander of a 


“There’s always a danger when developers 
start shouting about stuff before they’ve 

done anything” william Latham, president. Computer Artworks 



Given Computer Artworks' 
background in artificial-life 
programs, it's not surprising 
that the enemies have an 
organic look (with the 
possible exception of the 
rocket launching and fire 
breathing) 


FORMAT 

PC 


PUBLISHER 
Computer Artworks 

DEVELOPER 

Interplay/Virgin 

RELEASE DATE 
Q4 1999 


ORIGIN 

U.K. 


genohunter squad, you're deployed to a 
planet where a parasite has landed and 
spawned an army of guardians to defend 
itself. The job is to wipe them out before 
the entire universe is infected. 

Computer Artworks is striving to 
balance innovation with traditional gaming 
staples. The game uses a third-person 
perspective, but gives you control of up to 
four playable characters at once. The basic 
game structure — killing aliens — is 
nothing new, but instead of the usual 
power-ups and additional weapons, 
characters are upgraded genetically. 

Genohunters absorb genes from dead 
enemies to acquire their abilities. Each set 
of genes controls a range of mutations, 
from growing enormous claws or spore 
guns to more mundane abilities such as 



Computer Artworks made a splash a couple of years back with 
Organic Art, a mathematically complex and eye-grabbing screensaver 

















































Don't look for power-ups 
in this game — your 
characters gain abilities 
by stealing genes 




One thing is for sure: 
Evolva 's oddly pretty 
environments don't look 
quite like any other game 
that's come before 



night vision, long jumps, or climbing. They 
even change their external appearance. 

Starting with one genohunter, 
additional units are added, up to four. Any 
genohunter can be played as the main 
character, with the other three views 
displayed at the bottom of the screen. "On 
the first level, you just control one 
genohunter and get into the Heretic II style 
of gameplay," explains Producer Vince 
Farquharson. "By level four you've got 
Syndicate Wars multiple-selection stuff." 

Much of the game will be played from 
the view of one of the genohunters, but 
there is a top-down view for the more 
tactical elements of gameplay. "At one end 
you've got Quake," says Technical Director 
Mark Atkinson. "At the other you've got 
Command & Conquer. It was a 
fundamental decision to go in-between 
and focus on this unexplored area of 
small-scale tactical play." 

if you're going to have autonomous 
genohunters, their Al must be good, it is, 
but they're not the only ones who act 
intelligently — all the creatures exhibit 
sophisticated behavior, using complex 
code, each creatures is controlled by 20 
different factors, including territorial 
preferences, health levels, and the 
proximity of friends and enemies, while a 
fuzzy logic controller decides overall 
behavior. For example, an aggressive 
guardian low on health may either go into 
a dying frenzy or turn tail and run. But, if it 
finds another group of guardians, it could 
become aggressive again. 

The creatures have basic memory 
and mapping functions, too. "If you run 
away, guardians will see where you ran, 
and since that's the last point they saw 
you, they'll remember something was 
there," says Farquharson. "Often they'll 
come up and investigate the last place 
they saw you." There's also a messaging 



system so they can communicate with 
each other, giving the distinct impression 
you're fighting a well-organized and 
intelligent enemy. It certainly seems to 
have the makings of a great game. 

indeed, recent rumors suggest that 
Evolva will be a launch title for PlayStation 
2 in Europe. "We've definitely positioned 


combat is fairly simple to 
control and genohunter Al 
keeps the squad together, 
which is good considering 
the fearsome opponents 
on the planet 


ourselves to be right at the cutting edge, 


“We have an ambitious business plan, and 
the game obviously lends itself to 

[PlayStation 2] • • • william Latham, president 


so that we're a desirable developer for 
people like Sony," confides Latham. "We 
have an ambitious business plan, and the 
game obviously lends itself to that 
platform as we have written neat, 
transferable technology." He remarks, 
somewhat ambiguously, "You can draw 
your own conclusions." 


I 

I 

1 


1 


59 


















NEXT GENERATION August 1999 



HOSTILE WATERS 

Can Rage's next project, a thinking man's Incoming, compete with 

heavy hitters like Homeworld and Battlezone 2 ? 


60 


FORMAT 

PC 


PUBLISHER 

TBA 


DEVELOPER 
Rage Birmingham 

RELEASE DATE 
Q1 2000 


ORIGIN 

U.K. 


.K.-based Rage Software turned 
heads with the amazing 
pyrotechnics showcased in its PC 
shooter incoming, but its partnership 
with a small publisher (Xicat) led to the 
game's widespread unavailability in the 
U.S. Having proven its graphics prowess, 
however, Rage hopes to capture the 
praise of the hardcore gaming audience 
with Hostile Waters. 

When Rage drew up the game's 
strategy-action design doc, it started with 
the concept of updating the classic game 
Carrier command, giving it the full 30- 
accelerator treatment. Producer Julian 
Widdows notes, "Because our game is 
based in a realistic environment, we 
can't get away with the bright lights and 
flashes of our sister products. We have to 
be a little more subtle and delicate, and 
this takes a lot of time and effort." So 
much time and effort, in fact, that the 
game has a dedicated "special effects" 
team in addition to the standard artists 
and programmers. 

in Hostile waters, your center of 
operations is an "adaptive cruiser" 
capable of generating fifteen different 
types of vehicles. These vehicles include 


three types of helicopters, two tanks, a 
hovertank, a reconnaissance buggy, and 
a scavenger. The gameplay is split 
between making strategic decisions 
from within the carrier and operating the 
vehicles on the landscape, in the 
strategy mode, players control 
construction, research, and battle plans. 
At any point, players can take control of 
the vehicles to ensure the success of 
the mission. Subsequently, the gameplay 
focus switches from real-time strategy to 
a first-person vehicular action game with 
outstanding graphics. 

As with the upcoming Battlezone II 
(see page 40), Rage insists that every 
object and every vehicle in the game 
rely on physics. When a tank is blown up, 
it doesn't just spray triangle polygons 
everywhere, but breaks up into individual 
chunks, each of which is a deformed 
and charred piece of the whole tank. 
These chunks are also ruled by physics, 
so they can tumble down hills or wash 
up on shore. 

Unsigned as of yet, we're hoping 
Rage finds a publisher so Hostile waters 
will wash up on our shores when 
it's finished early next year. 


. 



Rage cut its special 
effects teeth on incoming 
but is now aiming for a 
more subtle approach 


























PLAYSTATION 


NG ALPHAS 


ARMY MEN AIR ATTACK 

I The little green men march on — and we don't mean the ones from Mars 



caught between the Tan 
army and an army of 
ants, an intrepid chopper 
pilot could drag a box 
of fireworks to the 
anthill and eliminate 
the six-legged problem 


couple of years ago, 3D0 struck 
gold with the launch of its Army 
Men franchise, the ongoing saga of the 
brave Green plastic men and their struggle 
against the evil Tan plastic menace. Army 
Men Air Attack pushes things in a new and 
promising direction: air-to-ground combat. 
A new character, Captain, pilots air cavalry 
against the Tan army, who bring in Roman 
candles and bottle rockets for air defense. 

Not surprisingly, the gameplay is 
markedly different from previous games in 
the series. "The army men universe is just 
a fun universe to be in," says Kudo 
Tsunoda, senior director, "and definitely 
with all the Army Men games you can see 
we have really different gameplay, but still 
we maintain the army men theme — 
playing with the scale, playing with the 
toys — that can be universally applied to a 
bunch of different kinds of games." 

And different, this certainly is. Three 
of the game's six areas are set in the "real 
world" — in someone's backyard, a 
campground, and on a playground. The 
choppers can grab and winch almost any 
object, enabling you to do things like drag 
a doughnut from a picnic site into the Tan 
fortress, which attracts ants who destroy 
the soldiers. Likewise, bees fly from flower 
to flower, and by dragging a flower into an 
area, the bee will follow. 

"That's not something a six-year-old 
would do," Tsunoda explains, "but we're 
making it so it's simple enough for a kid, 


0 



but adding that extra depth of gameplay. 
We have the two-player cooperative 
mode, trying to make a game that kids and 
their parents can play together, so on one- 
half of the screen the kid can be flying 
around and shooting, while the parent 
does the more sophisticated tactics." 

The one thing you can say about the 
Army Men series is that it's always had a 
strong sense of groan-and-roll-your-eyes 
humor. Combine this with a strong 
graphics engine, simple controls, and 
oddball level designs, and you could 
have a winner. So far. Air Attack looks 
just like one. 



FORMAT 

PlayStation 

PUBLISHER 

3DO 


DEVELOPER 

3DO 


Yup, there's a little tiny 
war going on in your very 
own backyard — kinda 
reminds us of childhood 


RELEASE DATE 
Fall 1999 


ORIGIN 

U.S. 


The game's two-player modes include cooperative and capture the flag, but also 
"Tic Tac Blow" — tic-tac-toe in which you fight for the square 




61 


NEXT GENERATION August 1999 __ http://www.next-generation.com 






















SWAT 3: CLOSE QUARTERS BATTLE 

I Can tight quarters in full 3D and close attention to detail revive a flagging series? 


62 


FORMAT 

PC 


PUBLISHER 

Sierra 


DEVELOPER 
Sierra Studios 


RELEASE DATE 
Q4 1999 


ORIGIN 

U.S. 


□ ierra's SWAT series has never been 
a classic. The original was a horrid 
FMV affair, while SWAT2 took a shake at 
realtime strategy and squarely blew it. 
But SWAT 3 is set to buck the trend. 
Moving the series into the 3D age, the 
game puts the player in control of a 
squad of five SWAT officers from a first- 
person perspective through 18 missions 
ranging from hostage rescues to serving 
high-risk warrants to protecting VIPs. 

One parallel is obvious. "A lot of 
people are comparing us to Rainbow 
Six," says Producer Rod Fung, "and we're 
flattered by the comparison, but we're a 
very different game. Rainbow Six is a 
strategy game. SWAT 3 is a game built on 
tactics, where each room, door, or 
person encountered in an environment 
dictates the player's next move or 
team command." 

SWATS interface is amazingly 
simple, there's no need to set up routes 
for the squad to follow. Instead, you 
control your team directly in realtime 
through a series of keystroke 
commands, each of which brings up a 
submenu of further choices. Tap the key 
for "clear room," and a submenu 
appears with new keystrokes for "left 
door," "right door," and so on. "The Ai 


“You’ll have to learn to locate and use 
hard cover... suspects may shoot at you 

through doors and walls” Rod Fung, proc 


characters also react to their 
environment," Fung explains, "if they're 
executing a command but are 
interrupted by a suspect or hostage, 
they'll respond accordingly." 

Heightening the sense of tension is 
the game's unique treatment of building 
materials. "All of the wall surfaces have 
unique penetration values," says Fung. 
"Depending on the material's thickness 
and type, the firearm you are using, and 
the ballistics of your chosen ammunition, 
you can penetrate walls. You'll have to 
quickly learn to locate and use hard 
cover, or you're likely to get hit. 

Suspects, on the other hand, may shoot 
at you through doors and walls if they 
happen to sense you." 

it doesn't hurt that the team 
consulted closely with Ken Thatcher, a 
26-year veteran of LAPD SWAT (who also 
performed all the motion capture), or 
that members of the team attended 
SWAT training. Authentic? Realistic? 
intuitive? You bet. We'll be 
watching this one. 



The game not only lets 
you shoot through walls, 
but wounded characters 
leave blood trails, which 
can either be tracked or 
betray your location 





































PLAYSTATION 


CRUSADERS OF 

MIGHT AND MAGIC 



One of the oldest series in gaming is out looking for some action 


NG ALPHAS 


o 

vO 



□ he Might and Magic series has had 
a devoted following since its debut 
on Apple II in 1986. And so it's come to 
pass that the series is poised to invade the 
console world, not with a port of an 
existing game (which has been done 
before, several times, with varying degrees 
of success), but with an installment of the 
game built from the ground up. 

"We have to capitalize on our 
strengths — the fantasy world, the 
storytelling," explains 3DO's Scott 
McDaniel, "but we also want to capitalize 
on the strengths of the platform as well. 

So Crusader is an action game." 

Crusader uses a third-person 
perspective, seen from the usual over-the- 
shoulder view. And although a great deal 
of effort has gone into ensuring that the 
game appeals to an action-hungry console 
audience, it still maintains the feel of a 
fantasy RPG. You take the part of Drake, 
who grew up to be a feared mercenary 
after his village was destroyed by an 
undead army. "We're not going to go 
campy, like Duke Nukem," McDaniel says 
of the character, "but he will have a lot of 



The game gives different 
options on how best to 
advance your character, 
with "magic" being one 
possibility — unleash 
devastating special effects 
on your enemies! 


^ l: 




attitude, more of a dark hero style, like 
Clint Eastwood at the end of Unforgiven ." 

instead of the usual power-ups that 
wear off, you pick up items such as armor 
and weapons. Success in battle brings 
experience, which can then be spent to 
upgrade the character's fighting or spell 
abilities. Like all good action heroes, Drake 
can jump, flip, roll, backflip, climb, and 
more, and each attack is different 
depending on the type of weapon he uses. 

Drake fights some 35 different 
creatures, through 15 "levels" of five 
different environment types. "We're trying 
to keep it very open ended in the level 
design," says McDaniel, "in that we're not 
going to limit it to 'finish the level, move 
on.' There's going to be tons of quests 
involved. So you reach the top of the 
citadel, and other crusaders come through 
the window — it's not a cut scene, you'll 
join the battle — and once the battle's 
over, they'll tell you, 'Oh, you have to go 
back and rescue someone.' So you have 
to remember how you got in, where this 
person might be, then go back." 

Sounds good to us. 


FORMAT 

PlayStation 


PUBLISHER 

3DO 


DEVELOPER 

3DO 


RELEASE DATE 
Q4 1999 


ORIGIN 

U.S. 


The game's enemies are as varied as its terrain. You fight creatures both 
undead and breathing, in environments both inside and outside 


3 

63 




















NG ALPHAS 


Oh 


GENESIS: APERIAN 7 

Massive Entertainment isn't letting resource management get in the way 
of its realtime strategy game — in fact, the team has cut it out entirely 



FORMAT 

PC 


PUBLISHER 

TBA 


DEVELOPER 
Massive Entertainment 


RELEASE DATE 
Fall 1999 


ORIGIN 

Sweden 


combat and no resource management." 

Unlike Homeworld 's space-based 
missions, Massive's game is firmly rooted 
on the terrain of Aperian 7, a newly 
discovered planet 450 years in the future. 
"There are two factions who discovered 
the planet," says walfisz. "it's Earth-like, 
and they want to migrate their people 
there. That's the basis of the conflict." 

The two factions Walfisz refers to are 
the Crayven Corporation and the Wrath 
Coalition. He describes the Crayvens as 
"good guys, with a strong-balanced army" 
and the Wraths as "bad guys, religious 
fanatics, with more advanced technology, 
but not always as stable." 

Of course, players can choose either 
side and launch into the mission-based 
single-player campaigns, of which there 


I h 

/ • 






hen Next Generation met with 
Massive Entertainment at the 3Dfx 
booth at E3, we couldn't help but notice 
how much the game looks like a ground- 
based version of Homeworld — detailed 
unit designs, fantastic lighting effects, and 
a user-controlled camera that takes player 
from nose-hair close to a stadium-cam 
view with the drag of a mouse. Yes, it's a 
realtime strategy game — but as 
Massive's CEO and Lead Designer Martin 
walfisz says, one with "a lot more focus on 


64 





















will be 15 unique missions for each. TTiere 
are plans for up to eight-player 
deathmatch games, and several other 
multiplayer variations with what Walfisz 
describes as "objective-oriented goals," 
but he's currently keeping them secret. 

Players begin the campaigns with 
basic Marine squads, and as the game 
continues, they acquire new customizable 
units and weapons. Each mission begins 
with the player loading their Aliens-s\y\e 

“I really like resource management games, 
but [they can take] too much time. Ours is 

gonna be faster” Martin walfisz. CEO and lead designer 

drop ship with the type of squads they 
want for the mission, then descending to 
the planet surface to begin the RTS part of 
the game. Players can control up to 12 
squads at a time (players never pilot 
individual units), and the number of units 
per squad depends on the type of unit. 
"For example," Walfisz says, "A light tank 
squad is always four units, and heavy tank 
squad is always two units." 

The game also adds a bit of an RPG 
element. Each squad has a squad leader, 
and as Walisz says, "they will increase 
their skills with more experience, so you 
don't want to get them killed too soon." 

But the two things that really make 
Aperian 7 compelling are the jump-into- 
the-action gameplay and the painstaking 
detail in creating this virgin world. 


Players can utilize 
artillery units for long- 
range attacks but need 
to be wary of the 
friendly-fire damage they 
can do to their own 
forward units 


"I really like resource management 
games, but sometimes it takes too much 
time," says Walfisz. "Ours is gonna be 
faster, much more action-oriented." 

But strategy will be required, and the 
variety of 3D terrain certainly affects the 
way the game is played. Standing in 
shadows, for example, gives your units a 
better chance of going undetected, and 
fighting from an elevated position makes it 
easier to attack enemies. 

"We want to create a believable 
environment," Walfisz says, "to keep real 
scale and a sense of a believable science 
fiction world." 

Like any industry driven by creativity, 
the new ideas usually come from the 
newcomers, and Walfisz started Massive 
(now a 17-employee operation) two years 
ago with a business partner he met online. 
By coincidence, Walfisz and Homeworld 
creator Alex Garden met at CGDC '98, 
when both were publicly showing their 
respective games for the first time. And 
while they share a mutual admiration for 
each other's RTS titles, both will likely hit 
market around the same time. Add to that 
Activison's Dark Reign 2, Psygnosis' Metal 
Fatigue, Interplay's Star Trek: New Worlds, 
Westwood's Tiberian Sun, and LucasArts' 
Force Commander, and the field of sci-fi 
strategy games quickly becomes crowded 
and very heated. Regardless of who takes 
home the trophy. Massive's Genesis: 
Aperian 7 should prove it can run 
with the big dogs. 



Armored vehicles are 
more protected in the 
front than in the rear. 
Players who master 
flanking attacks will 
certainly have an 
advantage 


65 


•RATip^figu^t' _ _ _ http://www.next-generation.com 





















NEXT GENERATION August 1999 



66 


SAN FRANCISCO RUSH 2049 

1 Can Atari's futuristic sequel to Rush maintain the momentum? 


□ he rush is back. Following San 
Francisco Rush and San Francisco 
Rush: The Rock Alcatraz Edition, San 
Francisco Rush 2049 careens into 
arcades this fall. In this, the third 
incarnation of this popular street-racing 
series, you can spin the wheels of a 
futuristic concept car through a sci-fi 
San Francisco 50 years from now. 

First and foremost, rest easy in the 
knowledge that Rush 2049 retains all the 
elements which made hits of the first 


While the majority of the city is futuristic, 
the 1960s hippie haven of Haight-Ashbury 
remains untouched by the sands of time 


FORMAT 

Arcade 


PUBLISHER 
Atari Games 


DEVELOPER 
Atari Games 


RELEASE DATE 
August 


ORIGIN 

U.S. 


two — unparalleled driving realism, big 
air time, fantasy shortcuts, and over-the- 
top competition. Of course. Atari Games 
has given the game a thorough update 
with a new look and new gameplay 
elements. 

Players can choose from a stable of 
eight new cars. (These autos of the 
future aren't hovercrafts, though — just 
sleeker designs of four-wheeled models.) 
There are four new driving tracks, each 
selectable in reverse mode for a total of 
eight paths through the city. Rush's 
signature shortcuts and super stunts are 
available on all tracks; dynamic track 
elements (including futuristic updates of 


city trademarks like the famed cable 
cars and the BART train system) ensure 
that obstacles move and change on 
each lap to add extra challenge for 
experienced players. 

Atari's sci-fi cityscape features 
unusually moody lighting, new 
ultramodern buildings, and way-out 
structures with multi-tiered streets and 
skyscrapers so tall they really do scrape 
the stratosphere. (If you think you've 
landed in a recent Bruce Willis flick. 




Packed lanes are a Rush staple — actually, it doesn't look that much 
different from the way things really are in San Francisco today 


























ARCADE 


NG ALPHAS 




The game retains many classic San Fran 
landmarks: see coit Tower, above 


you'll know where some of the 
designers' inspiration came from.) As 
with previous versions of Rush, you can 
drive on rooftops, only now after 
launching your car from the tops of the 
skyscrapers, the jumps seem to go on 
forever, while the majority of the city is 
futuristic, the 1960s hippie haven of 
Haight-Ashbury remains untouched by 
the sands of time. 

With a 60fps framerate, the game 
delivers an unprecedented sense of 
speed, packaged neatly in a deluxe new 
sit-down cabinet featuring a 27-inch VGA 



monitor, steering wheel, hand shifter, 
and three foot pedals (clutch, brake, and 
gas). The four-speed shifter works with 
an even more realistic working foot- 
clutch pedal than previous Rush 
editions, offering greater precision 
driving control and pickup speed 
through the manual transmission option. 
You'll also feel Atari's patented 
feedback-steering mechanism as you 
spin that steering wheel around sharp 
curves. 

Beyond the enhanced hardware. 
Atari is introducing new arcade 
technology giving players the option to 
join "Team Rush" by registering their 
player ID. (Just enter a 10-digit PIN 
(phone number), then your driving 
handle on the 12-digit, dash-mounted 
keypad.) Team Rush members can keep 
track of their total driving miles and win 
prizes for high mileage. Players with high 
mileage will unlock hidden cars, and 
other new upgrade options, including 
new paint jobs. Players can post high 
scores and racing times on the Rush 
web site, and the game will remember 
your name and driving preferences next 
time you come back to play. 

So will Midway (Atari's parent 
company) bring this latest Rush to a 
console system? "It's likely," said one 
Atari spokesperson, although specific 
systems haven't been announced. Given 
the game's sophisticated graphics, the 
networking options of Team Rush, and 
Midway's strong support of Dreamcast 
thus far. Rush 2049 seems a natural for 
that system or for PSX 2. Let's hope 
Midway thinks so, too. 



The standard Rush 
options return, including 
a variety of cars, 
different courses, 
automatic or manual 
transmission, several 
musical soundtracks, 
and various paint jobs 



67 


NEXT GENERATION August 1999 http://www.next-generation.com 































YOU ARE THE DIFFERENCE BETWEEN THE 
BIG HOUSE ANO A BIG HOUSE IN MALIBU. 


YOU ARE THE DIFFERENCE BETWEEN 500 G J S AND 
10-15 IN MAXIMUM SECURITY. 


YOU ARE THE FASTEST DRIVER IN THE ENTIRE 
CRIMINAL COMMUNITY. 


No tracks. Just 4 sprawling urban 
downtowns from NY to San Fran. 


Getaway through real pedestrians, 
traffic signals, traffic...and cops! 


Film your own classic 70’s car chase 
using incredible Director-Mode 


Surveillance. Tailing. Deliveries. 
Heists. And serious 70’$ muscle cars. 


Driver™ <S> 1999 GT Interactive Software Corp. All Rights Reserved. Created by 
Reflections Interactive Limited, a GT Interactive Software Corp. studio. Published & 
distributed by GT Interactive Software Corp. Reflections and the Reflections logo are 
trademarks of Reflections Interactive Limited. GT is a trademark and the GT logo is a 
registered trademark of GT Interactive Software Corp PlayStation and the PlayStation 
logos are registered trademarks of Sony Computer Entertainment Inc. All other trade¬ 
marks are the property of their respective companies 


r GT Interactive 
Software 


PlayStation 


1 SAH FRANCISCO 


LOS flNGEUS 

MIAMI j 



















MILESTONES 

Next Generation's monthly update on tomorrow's games 


ne more month until Dreamcast 
arrives: have you pre-ordered? 
Maybe you haven't — conservative 
shoppers are quite aware this new 
system arrives in the wake of a solid 


selection of games for the current 
generation. Not that some games haven't 
been a long time coming. Finally, Shiny's 
Messiah (first seen in NG 33, Sept. '97) 
shows signs of nearing completion... 



MESSIAH - 


69 



Originally scheduled 
for the spring of '98, 
and projected by 
Shiny's Dave Perry to 
deliver scalable 
technology to "end 
the polygon wars 
once and for all," 
Messiah is now 
tracking for a 
holiday release, as 
the cherub Bob, 
[above] players can 
possess upward of 
50 characters and 
take control of their 
weapons as well 


NEXT GENERATION August 1999 _ http://www.next-generation.com 










NEXT GENERATION August 1999 




SACRIFICE - 


Did Excitebike really need 
a 3D update? we'll have to 
see how it turns out... 


COMMAND & CONQUER 



The N64 version of this 
classic is coming soon — 
need we say more? 



EXCITEBIKE 64 



Sorcerers battle one another in a 
fantasy realm by summoning all 
manner of strange creatures to beat 
the stuffing out of each other. 
Shiny's first game with multiplayer 
options looks like it's a cut above 






























NHL FACEOFF 2000 p*x 






BASS LANDING « 



We normally don't 
get excited about 
fishing games, but 
like Dreamcast's 
Get Bass, Agetec's 
Bass Landing 
comes with its 
own Dual Shock 
fishing-reel 
controller. The 
graphics will 
barely pass as 
average, but this 
title brings plenty 
of cool simulation 
options with it 





GameDay 2000 brings a unique telestrator feature to the replays [top], 
and a throwback uniform option modeled here by the Chargers [above] 


This isn't Acclaim's WWF Attitude — THQ is now showing this unnamed 
wwf game as stone cold and company move to thq later this year 


NEXT GENERATION August 1999 __ http://www.next-generation.com 










































0-60 (off a skyscraper)? Yes. 


Racers, start your mayhem. Grab hold of one of 10 wild vehicles and race through the 
windy streets of Chicago, where you'll have to deal with tough opponents, alleyways, 
drawbridges, newspaper racks, tunnels, and the police. Throw in five race modes and 
over 50 city landmarks, and there are plenty of sights to see. Just don't drive like a tourist. 




See more action at 



Gaming 

^ZDNE 



wvsvs.microsoft.com/games/midtown 

© 1999 Microsoft Corporalion. All rights reserved. Microsoft is a registered trademark of 
Microsoft Corporation. Volkswagen, the Volkswagen logo, and Beetle are copyright 
©1999 Volkswagen of America, Inc. Trademarks, design patents and copyrights are used 
with the approval of the owner. 


Microsoft 










An inside look at 
the cutting edge 
of videogame crime 



NEXT GENERATION August 1999 



File Name: The Piracy Files 


Name: Unidentified suspect a,k,a, "PSX Cracker" 

Case #: 94450-B 

Prepared by: Special Agent Michael Brick 

Jurisdiction: Federal 

Date: August 1999 


Charge: Copyright infringement 


74 




6. THUMB 


7. FORE 


8. MIDDLE 


9. RING 


10. LITTLE 


Comments: 


CD-R burners, empty jewel cases, CD label printers: byproducts of a 
victimless crime, or the evidence of a federal crime punishable by 
$100,000 per single disc copied? A Next Generation investigation. 




JA ^— 

/ Prosecuting Agent 








































Photographic images on these pages are actual shots from the June 1998 software-piracy bust of Liam McLaughlin 


T wo flak-jacketed U.S. marshals combed the corridor 
for back exits. The team fell in behind them, taking 
care to keep out of sight of the peephole. The lead 
marshal rapped on the door. 

The man they were after, Liam McLaughlin, opened 
it — just a crack — and the marshal slid his foot into 
the jamb. The team rushed in as McLaughlin shuffled 
his bare feet across the carpet. Evidence cluttered the 
floor: Gunbolt. Battle Round. Ray Tracers. Madden 
Football '98. 

McLaughlin is exactly the kind of nobody the 
videogame industry is worried about. Until the raid, he 
was a bit player in a cast of counterfeiters and 
smugglers that cost game companies in the U.S. more 
than $3 billion last year. "Piracy is as big a contender as 
anybody out there," says Richard Flamm, counsel for 
Nintendo of America. "We look at [the market] as Sony, 
Sega, Nintendo, and the pirates." 

Games have won legions of new fans since the 
introduction of PlayStation and Nintendo 64, and new 
technology has made stealing games even easier than 
playing them. A new breed of American pirates is doing 
just that, in numbers the industry can only guess at. 

In response, game companies are pouring 
resources into piracy-fighting — a confusing, tedious, 
and sometimes dangerous proposition. Each of the 
three makers of videogame systems has hired in-house 
piracy fighters; one company even has a team of five 
full-time employees. Third parties like Namco, Electronic 
Arts, and Capcom also devote resources to piracy¬ 
fighting. Many of them turn tips over to the industry's 
elite team at the interactive Digital Software 
Association, the game industry's trade group. 

From offices in a part of Washington fashionable 
enough for lobbying but low-key enough for detective 
work, the team coordinates battle strategy. While the 
fight against large-scale overseas counterfeit 
operations in Hong Kong and Taiwan has been going on 
since the 8-bit days, the proliferation of small-time, 
domestic operations means that the piracy fight today 
is on unfamiliar turf. "We are still in the process of 
organizing the investigative and enforcement 
infrastructure," says Doug Lowenstein, president of the 
IDSA. That's to be expected. Although factories 
overseas are kicking out gobs of counterfeit products, 
American pirates are still building their theft 
infrastructure. 

Jack-of-all-trades is a fitting resume for a piracy 
fighter. The association's president began his career as 
a newspaper reporter. The anti-piracy team leader, a 
former city planner, has ten years of experience fighting 
counterfeiting. 

Their duties range from urging foreign 
governments to respect intellectual-property rights to 


teaching police agencies how to spot counterfeit 
goods, in some cases, they go track down pirates 
themselves. The team's pursuit of McLaughlin's 
negligible operation sheds light on the difficulties of 
pirate-fighting. During the raid, he looked confused. 
Why would a $7 billion industry send a team of lawyers 


The big break finally came on 
June 10, when McLaughlin offered 
an agent a list of 149 games 



and piracy fighters out with federal officers to 
confiscate 236 games? 


Sex, Lies, and Videogames 

Kathlene Karg drove past the blooming cherry 
blossoms on the way to headquarters on March 26, 
1998. The city was aflutter with presidential scandal, 
and it was a big month for anonymous tips. Karg was 
interested in one about laracroftl@cybergal.com, 
whoever that was. 

It took only a day after her team sent an 
e-mail query to find out that McLaughlin 
was the man behind the laracroftl 
curtain. But this time he was 
writing from a different email 
address. On March 27, he 
offered an undercover agent 
five games for a total of $46. 

He gave the agent the 
address of his Manhattan 
apartment, requesting a 
money order from the 
post office. 

Three months would 
go by as the agents 
corresponded with 
McLaughlin, getting a feel 
for the size of his operation. 

He didn't have a web site. 



75 


NEXT GENERATION August 1999 _ http://www.next-generation.com 



















NEXT GENERATION August 1999 


NG SPECIAL 


stopped. Finally, McLaughlin answered. Her team had 
been chasing him in cyberspace all this time, and here 
he was, apologetic, clean-shaven with shoulder-length 
hair. Karg followed the marshals into his apartment. As 
they checked for surprises, she found the source of the 
clicking and clacking. McLaughlin had been playing 
Theme Hospital on his PlayStation. 

"Patients are reminded not to die in the corridors," 
the television squawked as the association's attorneys 
explained why they were there and why they were 
about to take away every game disc in his apartment, 


Karg's team told her one day. Should they keep on it? 
Tracking this new form of piracy would force her to 
base many calls on instinct; the team was instructed to 
stay the course. 

Team members sent their email messages at off- 
business hours, away from their corporate accounts. 
Slowly they drew a sketch: McLaughlin kept a stockpile 
of games, of which he made copies on a CD burner. If 
they wanted other games, no problem. He would go 
rent them from Blockbuster Video and copy them. 

Soon McLaughlin started cutting deals: Buy nine at 


76 



Why would a $7 billion industry 
sena| a team of lawyers and piracy 
fighters to confiscate 236 games? 

once and get the tenth free. Refer him to a friend and 
get a free game. 

The big break finally came on June 10, when 
McLaughlin offered an agent a list of 149 games, all 
priced to move at less than $11. "I'm working on inserts 
folks...So now ALL games come with front and back 
inserts," McLaughlin wrote, effectively confessing more 
trademark and copyright infringement. "And CD LABELS 
TOO!!!" 

in the scale of the piracy battle, 149 games are 
worth approximately nothing. But it was time for an 
instinct call, and it was time to move fast. McLaughlin 
had included a rambling 9-point disclaimer that he was 
only selling the games as backup copies. The tone 
indicated he might have been on to them. 

Sixteen days and a hastily filed civil lawsuit later, 
Karg found herself in the hallway outside McLaughlin's 
apartment. The corridor was quiet as the two U.S. 
marshals checked for a back exit. So very quiet, in fact, 
that Karg could hear the clickety-clack of what sounded 
like someone typing inside Apartment 2U. 

Her heart, already racing, sank for a moment. 
Typing could spell disaster for the raid she had been 
planning for three months. If the rest of the team had 
been there ten minutes earlier, the marshals would not 
have been waiting in the lobby, their uniforms and flak 
jackets drawing attention from the building's residents. 
Now the man behind the door was typing, she thought, 
hurriedly destroying the computer files she needed to 
seize. 

A quick knock on the door, and the clicking 


legal as well as pirated. McLaughlin shut it off. 

Later he would write an apology to the industry, 
which Time magazine would call "very public" while 
making it so. This was why the agents wanted his 236 
videogames. "I wish I could tell you that persistence is 
going to shut down Internet piracy in the next year," 
says Lowenstein. "What we do is look for opportunities 
to set examples as a deterrent." McLaughlin was the 
first example, but as long as piracy continues, he won't 
be the last. 

"If We Went 
After All of Them.. 

Technology that was only just becoming available when 
PlayStation and Nintendo 64 were designed — namely, 
fast internet connections and inexpensive CD-ROM 
burners — has enabled piracy to move down from 
well-financed overseas operations to, potentially, every 
bedroom in America, especially the bedrooms of the 
tech-sawy early adopters that game companies 
traditionally target. "Four years ago, we were seeing a 
different kind of pirate," Karg says. "We send hundreds 
of cease-and-desist letters," adds Flamm, the Nintendo 
lawyer. "You're seeing different users, so you're going 
to see different abusers." 

in a report to the U.S. Trade Representative due this 
summer, the IDSA plans to estimate domestic-piracy 
losses for the first time ever. Some industry officials say 
domestic pirates could account for close to another $1 
billion in lost revenues. Estimates of lost U.S. sales 
range from 3 percent to 15 percent. 

How do experts arrive at these numbers? "I just 
took a wild guess," one game company's chief piracy 
fighter admits. The business of chasing American 
pirates, for now, involves a lot of wild guessing and 
selective enforcement. 

in the U.S., "there's not five or six bad guys you can 

















go after," says Kerry Hopkins, manager of intellectual- 
property compliance for Sony Computer Entertainment 
America. "There's thousands of small fries, from 15- 
year-old kids to 40-year-old men going into business to 
support their families. If we went after all of them, it 
would take as many people as we have in our 
company." 

Compounding that is a prevailing attitude that 
videogame piracy is not a crime, or that it's a victimless 
one at worst. Industry officials say they feel under 
assault from American customers who would rather 
buy games from pirates than pay more than $20 extra 
in retail stores. The officials also think those customers 
resent the industry's success with technology that they 
think should be free. That perplexes pirate fighters. "You 
don't say 'Just because GM had a good year, I'm going 
to run out and steal a Cadillac,"' says Karg. 

Partly to blame, though, is that pirate game 
customers don't have to run out anywhere to steal a 
videogame. Since companies began selling their games 
on compact discs, counterfeiters' jobs have only gotten 
easier. While copying Nintendo 64 carts is more difficult, 
the small size of the ROMs means that they can be 
downloaded in minutes from hundreds of web sites, 
then played via a "backup device" like Dr. 64, which can 
also easily be ordered online. 

"You can make one investment and rip off a lot of 


people," says Karg. if American pirates are slow to 
figure that out, it is already the modus operandi for 
overseas groups like The Players. 

The Gray Market 

The thermometer was creeping past 80 degrees, but it 
was much hotter inside the cavernous warehouse 
shared by China Airlines and Iberia Airlines at Miami 
International Airport. 

Customs Inspector Philip Spataro peered into a box 
full of compact discs. He had played San Fransisco 
Rush on his cousin's PlayStation before, and the disk he 
pulled out of the box did not look the same. For 
starters, the printing was terrible and the disk was not 
in a case. Then he noticed the spot where Sony's 
distinctive logo merging the letters P and S belonged. In 
its place was a P with a basketball in the center, a 
design that reminded Spataro of the Indiana Pacers 
basketball team logo. He called his partner over for 
help. 


Pirate fighters have 
Singaporean system of 
hired to serve jail time 


The Penalties of Piracy 

what are the penalties of piracy? Although they include jail time, 
small-time pirates selling or trading copies of games online should be 
more afraid of the process server knocking on their door than the 
FBI. Pirates figure that they are safe from copyright-infringement 
penalties because of the government's limited resources, but what 
they should be worried about is getting sued personally by the 
copyright holder — a strategy that more and more game publishers 
are pursuing. 

The U.S. Copyright Act gives the copyright holder damages of up 
to $100,000 for each count of infringement plus all costs and 
attorney's fees. Make ten game copies (either ten different games, or 
the same game ten times), and that's ten counts, with a potential 
civil liability of $1,000,000. And it's not just the people copying the 
games who need to be worried: although it isn't technically illegal to 
merely purchase a pirated game, knowingly running a pirated game is 
an infringement. Someone buying fifty pirated PlayStation games 
might have saved a few thousand dollars but can be sued for up to 
five million. 

Copyright holders can (and do) also ask the courts to seize and 
destroy the computers and CD burners used to create pirated copies. 
Even if the court does not ultimately allow the equipment to be 
seized (and destroyed), pirates will still be without the use of their 
computer during the long litigation process. 


Thanks to fast connection 
speeds, full CDs are being 
transferred online. Pirates who 
offer games for download are 
liable for copyright infringement. 

This is true even if no one ever 
downloads them. 

What about claims that 
would-be pirates are safe if they 
force users to agree to delete gai 
after they evaluate them for 24 h 
pirates who include disclaimers that they are only 
selling pirated games as legitimate "back-up copies"? 

Sorry. As IDSA lawyers said to Liam McLaughlin just before they 
took away every game in his apartment (as well as his CD- 
ROM drive), the law just doesn't work that way — the 
claims have about as much weight with a judge as 
claiming you put cyanide in someone's coffee "for flavor." 

Raymond w. Rowe is an intellectual property lawyer 
practicing in Miami, Fla. For more information, go to 
http://www.rwrowe.com or send him email at 
rwrowe@abanet. org. 




NEXT GENERATION August 1999 _ http://www.next-generation.com 



















NEXT GENERATION August 1999 


NG SPECIAL 


The Future of Copy Protection 


Pirates may remember the late 1990s as a golden age 

— piracy has never been easier, and it will never be this easy 
again, when PlayStation was released, the high cost of CD 
duplicators was copy protection enough; with DVD writers 
already under $1,200, Sony will not make that mistake again. 

Even the latest PlayStation revision is designed to thwart 
piracy: it will not play discs that are any color but black, so 
pirated golden or silver CD-R discs will not work, even with the 
addition of a mod chip. 

What about the next generation? While a Sony 
spokesperson declined to comment on specific anti-piracy 
technologies, she said, "Obviously it's something we're planning 
on taking care of." Nintendo has been more explicit: it's 
boasted that its DVD media (produced by Matsushita) will be 
"counterfeit-proof." 

So what are the methods that will copy-protect games in 
the next generation? Surprisingly, they're very similar to those 
used in the 1980s to protect floppy disks on Apple II and 

Commodore 64. Back then, a flaw was intentionally 
introduced on the game disk. When you 
copied a game to a new (unflawed) disk, it 
v\ wrote over the segment that was flawed 
on the original disk, when you ran the 
game, it checked to see if anything was 
written on flawed area of the disk. If 
there was, it meant a copy was running, 
and the program shut itself down. 
SafeDisc, a division of video copy¬ 
protection giant MacroVision (80% of 




video DVDs released feature Macrovision's copy 
protection, and 100% of DVD players support it), 
uses a similar system to enable PC game 
makers to protect their discs: a digital code is 
embedded into the disc itself. It can be read, 
but not written, with conventional CD writers. 

So you can copy the disc, but if you try to run it, 
the program can tell that it isn't on the original disc. EA, Ubi 
Soft, GT interactive, and others are starting to use SafeDisc 
technology on their PC games. 

Sounds good, but "counterfeit proof?" Possibly. "You can 
get great copy protection," says one Nintendo developer, "if 
you're willing to spend money and design custom hardware." 
Both of which, he adds, Nintendo is. "Nintendo is saving so 
much money switching from carts to DVDs that they can do 
tons of copy protection and still save money." 

The developer speculates that Nintendo Dolphin DVDs may 
come with multiple pinholes in the disc — the DVD equivalent 
of floppy-disk flaws. Putting holes in blank DVDs without 
warping the surface will be almost impossible (as will writing to 
a mutilated DVD with a standard burner), thwarting casual 
pirates, and Nintendo will be able to have the drive vary its 
RPMs as it scans the locations of the holes, creating, in 
essence, a code on the physical surface of the disc that only it 
knows how to read. Add SafeDisc-style protection as well, and 
it's easy to see that the days of easy piracy may be drawing to 
a close. 

Chris Charla is editor in chief of Next Generation. 


Despite the strength of American intellectual- 
property laws, small shipments of 15 to 20 PlayStation 
discs routinely pass through U.S. ports on the way to 
South America. The counterfeit games must be played 
on machines with a mod chip added, making their 
detection easy. Hopkins, the Sony pirate fighter, had left 

The industry feels under assault 
frcplcudlbmers who’d rather buy 
pitted games than pay $20 extra 

a regular PlayStation so customs officials could test 
games themselves. The Rush discs did not work on the 
unaltered machine, so the officials left a voice-mail 
message for Hopkins. 

When she finally returned the call from the 
customs agents, Hopkins was momentarily speechless. 
She mustered a giggle, then repeated the number of 
discs seized: 39,600 — or roughly 39,400 more than 


she was expecting. 

As counterfeit videogames become more popular, 
the game-smuggling business is growing as well. That 
fight is proving more frustrating — and dangerous — 
than the battle with domestic pirates. In the countries 
were piracy is most rampant, governments have weak 
patent and trademark laws coupled with little desire to 
enforce them. 

The 28 small tan cardboard boxes from the China 
Airlines flight were divided in two parts; one from Sung 
Dazzle Enterprise Co. Ltd., of Taipei, Taiwan, the other 
from Pt. Multi Sarana Permai in Singapore, both 
destined for a distributor in Paraguay. 

"You can't go after anybody criminally because it's 
entirely extraterritorial," says a customs agent familiar 
with the case. The countries that harbor pirates "view it 
as a U.S. problem." 

Game makers counter that videogame theft is a 
U.S.-problem-only in that American companies are the 
ones bleeding money. Pirate fighters have documented 


























Photographic images on these pages are actual shots from the June 1998 software-piracy bust of Liam McLaughlin 



a system in Singapore of fall guys hired to 
serve jail sentences for the counterfeiting 
rings. In a report to the U.S. government, the 
International Intellectual Property Association 
detailed counterfeiting efforts pairing 
Taiwanese and Chinese businesses. While 
piracy is illegal in Taiwan, police demonstrate 
"a recurring tendency to accept a suspected 
pirate exporter's denials at face value," the 
report said. 

That leaves game makers on their own 
against groups like The Players, a 
counterfeiting and smuggling ring that uses shadow 
companies for shipping but places the P logo on game 
disks to ensure customers they are buying a first-rate 
knock-off. 

Shortly after Agent Spataro's discovery, Sony 
sponsored a ceremony where the games were 
destroyed. That public-relations spectacle drew a 
pledge from the Taiwanese embassy in Washington to 
crack down on counterfeiters and smugglers. "If you're 
going to be effective at fighting pirates, you need to hit 
the sources of supply," says Lowenstein. So far, many 
foreign governments have been less than helpful. 

Many in the industry contend that this is due to 
industrial pirates overseas keeping close ties to 
organized crime. While U.S. government agents laugh at 
the notion of smugglers swallowing Sony PlayStations 
in plastic bags, some anti-piracy agents say they have 
received death threats. One industry official cited a raid 
in Thailand last year where local police were shot and 




tied up before eventually being rescued. 

The most worrisome frontier for piracy fighters lies 
in Internet auction houses and chat rooms, where there 
is often no policing, and, in effect, anything goes. It is 
only through months of investigation that piracy 
fighters can even determine whether a given web site 
is being run by an American college student or by an 
organization like The Players. 

If there is a silver lining, Lowenstein says, the 
exploding piracy business is a measure of the 
legitimate industry's popularity. "There sure are a hell of 
a lot of people stealing our stuff," he says. 

MICHAEL BRICK is a freelance investigative reporter. 

His work has appeared in more than a dozen 
newspapers, including The New York Times, The 
Gazette of Montreal, and the Corpus Christi 
Caller-Times. He lives in New York City. 


The Future of Copy Protection 


According to the 1999 annual consumer survey that the interactive 
Digital Software Association (IDSA) conducts, 20 percent of the most 
frequent users of PC games and one-quarter of the most frequent 
console-game users agreed with the statement that "buying 
counterfeit or unauthorized games is no big deal." is it "no big deal?" 
is it "no big deal" that American computer and video game 
publishers lost an estimated $3.2 billion worldwide in 

1998 to software piracy? Consider that with the 
VvpF N money lost to this theft, publishers could 

have developed about 1,600 new games 
that would have given all gamers a variety 
of new titles to choose from. 

A typical game may cost $2 
million or more just to develop and 
millions more to market. Is it "no big deal" 
that piracy diverts precious dollars from the 



legitimate retail sales that fund the future research and 
development required for the next generation of games? 

This practice is also a big deal to the thousands of developers 
who spend 18 months pouring all their 
creative energies and financial resources 
into making a cutting-edge new game, 
banking on the sales revenue to sustain 
their next project — only to see it pirated, 
sometimes even before it chalks up a dollar in 
legitimate sales. 

Piracy is a "big deal" and the losers are not just publishers, but 
small developers and the tens of millions of game consumers who 
play by the rules. 

Doug Lowenstein is president of the Interactive Digital 
Software Association. 


NEXT GENERATION August 1999 ___ http://www.next-generation.com 
























/?ro/ieer 

EXPLORING THE HUMAfTc□NDITI0N 



"Dateless" Yota, finds himself helping the 
girl he loves pursue his best friend. This 
may mate him a loser, but his selflessness 
allows him to find a mysterious video 
store that gives him a special tape. To his 
great shock, when Yota plays the VHS 
tape, a girl, Al, emerges tram his TV to 
comfort his broken heart! 


WHAT WDULD YOU DD IF A GIRL CAME CUT OF YD UR TV? 



Thirteen year-old lain receives this e-mail from a 
classmate at her Jr. High, the day after the girl committed 
suicide. Soon, we find lain experiencing what may be the 
merWw ol Ihs retd world si the flesh, and Ihs wired world 
ot computers! Winner of the 1998 Excellence Prize at the 
1998 Media Art Festival by the Agency for Cultural Affairs 
in Japan for "its willingness to question the meaning of 
contemporary life as it depicted the development of the 
computer and dm ways hi wtdck real people flve." 


“I’M STILL HERE. I JUST ABANDONED MY BODY!” 



What makes us human? The people of Mars 
think they know, and they not only discriminate 
against androids, but unofficially condone the 
murder ol "Thirds", third generation cyborgs 
who are indistinguishable from normal 
humans. Detective Naomi Armitage assigned to 
find the killer, has a more personal motivation 
than anyone knows - Armitage Is alsa a THrdll 


WHAT IS IT THAT MAKES US HUMAN? 


www.ploneeranimation.com 

or call 1-800-421-1 621 


These videos are available at 
these and other fine stores: 


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Namco's long-running string of arcade hits 
has so far been backed up with home 
conversions that are, in many respects, 
superior to the originals. The Tekken series 
continued to set new standards of added 
features with every release, but with Soul 
Calibur (NG 55) coming to Dreamcast, the 
development team is intent on pushing the 
graphics envelope every bit as far. 

Namco's character designers and 3D 
artists have always been among the best in 
the world (who doesn't remember their 
jaw dropping when they first beheld 
Tekken 's breathtaking CG intro and ending 
movies?). Soul Calibur continues this 
tradition of excellence, with painstaking 
attention to detail, and characters (like 
Taki, pictured on the previous page) whose 
presence is nearly as physical as any real 
actor could hope for. 


Soul Calibur art by Namco's Ryoichi 
Ban using Softimage, character design 
by Koji Mitsunaga 






this render, the image contains more 
than a million polygons, 100Mb of 
textures, and was rendered up to 
6,000x6,000 pixels. 



image rendered by DigiMania Limited, 
a member of Digital Animations Group pic, 
using Lightwave 3D 






A flagship PC game series gets a new lease on life, while 

PlayStation is graced with offbeat goodness 


FINALS 


Professional reviews by learned gamers 


85 


Ape Escape PlayStation 

'Cause catching monkeys is just funny 


Descent 3 pc 

A classic just keeps getting better 


Ken Griffey Jr.'s Slugfest Nintendo 64 90 


Bloody Roar 2 

PlayStation 

90 

Croc 2 

PlayStation 

90 

Warzone 2100 

PlayStation 

91 

Alexi Lalas Soccer 

PlayStation 

91 

GTA: London 1969 

PlayStation 

91 

Expendable 

PC 

92 

imperialism ll 

PC 

92 

Jane's Fleet Command 

PC 

92 

Midtown Madness 

PC 

93 

Rich Diamond 

PC 

93 

Ultimate 8 Ball 

PC 

93 



N ext Generation’s 

reviews have 
gotten bigger and 
better, and leaner and 
meaner at the same 
time. How’s the new 
format working for 
everyone? Love it? Hate 
it? Need something 
more? Let us know. 


★★★★★ 

Revolutionary 

Brilliantly conceived 
and flawlessly 
executed; a new high 
watermark. 


★★★★ 

Excellent 

A high-quality and 
inventive new game. 
Either a step forward 
for an existing genre or 
a successful attempt at 
creating a new one. 


★★★ 

Good 

A solid and competitive 
example of an 
established game style. 


★★ 

Average 

Perhaps competent — 
certainly uninspired. 


★ 

Bad 

Crucially flawed in 
design 

or application. 

Denotes a review of a 
• Japanese product. 


84 












































PLAYSTATION 


RATING 


Monkeys, time travel, and a big net — 

we ask you, what J s not to like about this game? 

£> APE ESCAPE 


Publisher: SCEA 
Developer: SCEI 





The included mini-games are 
far from being mere filler; they 
are plenty of fun on their own 


e were looking forward to 
Ape Escape from the minute 
we heard it was about escaped 
monkeys with red flashing police 
lights on their heads, and we're 
happy to report that the gameplay 
more than matches this awesome 
premise. Ape Escape has all the 
charm of Spyro the Dragon, but it's 
far more compelling and 
imaginative, possessing that 
irresistible Japanese quirkiness 
to boot. 

The story is that the escaped 
monkey Specter, who has stolen 
an intelligence-increasing Peak 
Point Helmet from a professor's 
lab, is leading a band of minions 
with similar hats through the 
professor's time machine. It could 
be Planet of the Apes all over 
again, but armed with various 
ingenious gadgets, it's up to the 
player to put the world back 
to rights. 

As the character Spike, players 
travel through time, tearing across 
the landscape and snatching up 
monkeys with a net. Those helmets 
actually have a function: when 
monkeys are oblivious to Spike's 
presence, their helmets are a 
serene blue, when they're in a 
tizzy, the lights flash red and could 
mean big trouble — especially 





when their wearers are toting 
machine guns or driving tanks. 

Other monkey-catching 
gadgets are doled out by the 
professor and his granddaughter 
Natalie as levels are completed. 
With each new gadget comes a 
training session, ensuring that 
players aren't overwhelmed by all 
the controls when they begin. 
Mailboxes scattered through the 
levels parcel out quick hints 
as well. 

What makes the game 
unique is that it requires an 
analog controller (Dual Shock 
recommended) and fully integrates 
the controller's features into 
gameplay. Capturing monkeys is all 
the more satisfying as the 
controller vibrates excitedly, but 
more importantly, control is very 
precise. For example, tilting the left 
stick slightly makes Spike walk; 
moving it all the way makes him 
run; pressing the stick down 
makes him crouch; and pushing 
forward makes him crawl. Rotating 
the analog sticks can row the oars 
of a boat or rotate the propeller of 
the flying gadget. Pulling back the 
right stick and letting go simulates 


operating a slingshot. Even with all 
this variation, the controls are far 
better than most games of 
this type. 

These fantastic enhancements 
to players' "weapons" keep 
gameplay challenging and fun and 
add tremendous gameplay value, 
as do the varied 25 basic levels, 
three boss levels, and one secret 
level. From the stark snowscapes 
of the Ice Age to the bizarre 
innards of a huge turtle called 
Dexter, boredom never enters into 
the picture. 

Frankly, we couldn't stop 
playing. The game is extended 
with several mini-games, as 
well as timed racing, skiing, 
swimming, and boxing, and 
players can revisit lands as they 
collect new gadgets to capture 
previously inaccessible monkeys. 

Ape Escape manages to appeal 
to a very broad range of players. Its 
general light-hearted cuteness 
makes it ideal for younger players, 
but its originality and challenge will 
also appeal to the most jaded 
hardcore players. A terrific game. 


RATING 


85 


NEXT GENERATION August 1999 http://www.next-generation.com 




















NEXT GENERATION August 1999 


PC 


86 


RATING 



It’s the best of the old 

solid test of mettle — 


, the most promising of the new, and a 
here’s a sequel worthy of its heritage 


DESCENT 3 



Publisher: Interplay 
Developer: Outrage 

Entertainment 



Naturally, the game supports 
the latest in 3D technology 
and comes chock-full of 
cool lighting effects and 
eyecatching explosive goodies 


O t's been four long years since 
the Descent revolution. Now, 
the team that pioneered such 
"outrageous" features as 3D 
accelerator cards, competent Ai, 
and internet multiplayer via Kali is 
back in business. 

But it's also been three 
eventful years in established 
action-gaming territory since the 
team's last stroke upon the gaming 
easel. Admittedly, the designers 
need to impress an audience that's 
been spoiled by Half-Life, in the 
wake of this challenge, Outrage 
certainly had its work cut out for it. 

Fortunately, Descent's wildcard 
of 1995 remains a crowning 
achievement — the ability to 
control your ship forward and 


backward, up and down, sideways 
— heck, even bank-ways. It's a 
complicated skill to acquire, but the 
flexibility of movement is worth the 
time spent learning it. It's this 
intricate gameplay element that's 
hooked such a devoted online 
community. And they're all 
wondering just how the cliffhanger 
ending from Descent 2 has been 
continued. 

Turns out, following the warp- 
core malfunction at the end of 
Descent 2, your derelict Pyro-GX 
craft was rescued by an 
undercover rebel contingent that 
needs your help collecting proof 
that the ptmc has been 
deliberately spawning the same 
hell-bent machinations they hired 


you to destroy in the previous two 
episodes. As a result, the missions 
have entirely new objectives. In a 
twist of irony, rather than have you 
perforate a helpless reactor, 
Descent 3 pits you in a frantic race 
to save a helpless reactor from a 
horde of overwhelming forces. 

The proprietary Fusion engine 
handles indoor and outdoor 
environments acceptably, but it still 
takes a lot of hardware to get this 
tuna to fly — 128MB of RAM would 
be ideal. In favor of quality over 
quantity this time around, the level 
count has been reduced to 15 
levels. This sounds limited, but each 
level is expansive and vastly 
different from the next. One will 
have you wandering through the 



















The enemy Al that the series is known for is pushed to even more 
devious extremes. The word "lethal" hardly seems adequate 


streets of a futuristic Japanese city. 
Another will have you combing the 
ruins of a deserted Martian 
civilization. Look carefully and 
you'll witness transparent ghosts 
marching along the floor. This is 
but one of boundless small 
touches in the consistently awe¬ 
inspiring level architecture. And 
this time, the automap is a much 
better navigational tool for those 
who get lost. 

Of course, these locations 
aren't just there for peaceful 
ambiance. There's a whole new 
cast of adversaries. Most are 
entirely new, such as the 
chameleon "Old Scratch" whose 
slash attacks will wrench weapons 
loose. Others are familiar, like the 
thief bot — only now, the thief is 
craftier, hiding its stolen goods in 
an obscure hideaway cache. You 
may later take vengeance upon the 
vandal, but you'll still have to find 
its treasure hold. 


The guidebot is more involved 
this time, but we found it 
annoyingly prone to disobedience 
and running in front of your targets. 
Fortunately, you can keep the 
incessant mongrel caged inside 
your ship — or let it run loose and 
use it for target practice. 

Not only are these robots 
varied, they're blessed with the 
formidable Al that has always been 
the bread and butter of the 
Descent series. Each one displays a 
distinct personality and demands a 
variety of tactics. Finding yourself 
surrounded by several different 
species of these malevolent 
monsters is a recipe for sheer, 
deadly pandemonium. 

The incessant competition can 
become a frustration at times, and 
it seems the design team has 
realized this. Unlike before, upon 
any number of deaths you'll simply 
be respawned, similar to the 
method previously seen in 
multiplayer cooperative mode. This 
eliminates the necessity for the 
"creep and save" and avoids 
otherwise long load times. New 
pilots will nonetheless have a steep 
learning curve to climb, and will 
probably want to invest in a good 
joystick. Despite these issues, an 
involved community of fans 
representing a wide spectrum of 
skill levels are already pouring into 
Parallax Online for free Internet 
multiplayer. 

And here's where things are 



Exciting as the newly added outdoor environments may be, the 
faithful can still expect more of the twisting, vertigo-inducing flights 
down every corridor and shaft of the planet's interior as well 


Finding yourself surrounded by several 
different species of malevolent monsters is a 
recipe for sheer, deadly pandemonium 


most enticing of all. Descent 3 has 
fathomless depths of multiplayer 
potential. Nine modes and 15 more 
multiplayer levels are included out 
of the box. And if the past is any 
measure, third-party levels will likely 
eclipse even the originals in 
popularity, weapon balance has 
been modified wisely. Smart 
missiles travel slower, megas are 
still powerful but don't track as 
well, and none of the new 
weapons disrupt the balance. Each 
weapon yields unique advantages; 
there's no dominating "rocket 
launcher" to speak of. It all adds up 
to one of the most thrilling 
multiplayer experiences available. 

Although Descent 3 is a sequel 
by definition, it feels as original as 
any newcomer, while at the same 
time remaining faithful to the 
premise and strengths of its 
predecessors. Outrage has made 
our job simple. It doesn't get much 
better than this. 


RATING 


★★★★★ 


Heaven help you if you get 
stuck in a room full of bots — 
the action is fast and furious, 
and Descent amateurs need 
not apply 




87 



The one thing that Descent 3 
offers that other entries in the 
series never really did (thanks 
to everything being indoors) is a 
variety of environments 


NEXT GENERATION August 1999 http://www.next-generation.com 




















From the editors of Next Generation... 



The Best Games. 
The Best Graphics 
The Best Mascot. 


Official Sega Dreamcast Magazine. 




The Best Read. 


On sale everywhere August 24 th . 
















NEXT GENERATION August 1999 


N64/PSX 


RATING 


CROC 2 


KEN GRIFFEY JR.’S SLUGFEST 


90 


Platform: PlayStation 

Publisher: Fox 

Interactive 
Developer: Argonaut 


□ higeru Miyamoto won't lose any 
sleep over it, but Croc 2 is still 
one of the better 3D platform games 
to come along. That's a pleasant 
surprise, given the aggressive 
mediocrity of the original. 

Argonaut’s sequel is a bigger, 
more varied beast, with mine-cart 
levels, boat races, and balloon rides. 
There are more than 40 non-linear 
levels, many packed with mini-games 
and return trips for extra gems and 
goodies, and each path leads Croc one 
step closer to defeating the pernicious 
Baron Dante. Croc 2 is impressive in 
size, and gamers will have to put in 
serious time to finish it. 

Argonaut wrings special effects 
with craft and care from the aging 
PlayStation hardware, and the 3D 
landscapes are not only huge, they're 
textured in a cute, cartoon style that's 
consistent to the end. But it must be 
said: Croc 2 is so insufferably adorable 
that although it nails the 12-and-under 
market, it may leave the 13-and-above 
crowd giggling at its short, stubby 
characters, simplistic graphics, and 
nonsensical language. Like Banjo- 
Kazooie, the gibberish is good fun for 
about ten minutes — after that it's 
time to look for the mute button. 

Two problems Croc 2 has going 
against it are occasional annoying 
camera angles and slightly loose 
control. If you turn around in tight, 
narrow passages, Croc can only run 
into the camera; what's more, we wish 
that when Croc stopped, he halted on 
a dime, not on a silver dollar. 

Despite this. Croc 2 is one of the 
better 3D platformers on PlayStation, if 
just by a claw. 



Platform: Nintendo BA 

Publisher: Nintendo 
Developer: Angel Studios 



If you can learn how to hit the 
ball, Ken Griffey Jr.'s Slugfest 
makes baseball seem fun 


he latest in the Ken Griffey Jr. 
series, Slugfest takes the arcade 
feel of the franchise to wonderful new 
levels, it has all the modes of play 
(exhibition, season, home run derby, 
and world Series) that we take for 
granted in contemporary baseball 
games, as well as an excellent create- 
a-player mode. 

Graphically, Slugfest is clean but 
uninspired. The stadiums are decently 


rendered, offering a real sense of 
depth, but the players are of the 
cookie-cutter variety, offering little to 
distinguish them from each other 
except for skin tone. Still, what they 
lack in beauty they make up for with a 
wide variety of expressive animations. 

When it comes to gameplay, 
Slugfest eliminates the bug-ridden 
fielding problems that have plagued 
the series and offers the player 
hardcore arcade thrills, impossibly 
high scores and cartoon-like sound 
effects create an atmosphere of 
goofy fun that's a refreshing change 
from the stark realism of so many 
baseball titles this year. 

Still, while Slugfest is definitely 
more an arcade experience than a 
simulation, it's also an incredible 
challenge. With no difficulty setting in 
the season mode, playing as the World 
Champion NY Yankees is hardly going 
to stop you from getting shut out by 
Detroit. The pitches zip over the plate, 


and the on-screen display of where 
the pitch is headed is only there for a 
moment before the throw. After that, 
you have to follow the actual ball, 
work on your timing, and pray. 

The best place to work on the 
batting basics is the home run derby, 
and this time-honored feature has 
rarely been done better than Slugfest. 
Everything the game does right shines 
through here: screaming fans and 
fireworks accompany 500-foot-plus 
home runs that smash against 
scoreboards and disappear over walls. 

This is the one of the best arcade 
baseball titles in a while. Sure, the 
graphics pale in comparison to 
Acclaim's All-Star Baseball 2000, and 
realism is notably absent, but if you're 
more concerned about white knuckled 
multiplayer games and .500 batting 
averages than pitching duels and 
squeeze plays, this is your game. 


BLOODY ROAR 2 


Platform: PlayStation 

Publisher: Sony Computer Entertainment 

Developer: Hudson Soft 


aking a successful 3D fighting 
game on PlayStation is a 
daunting task indeed. The system is 
absolutely awash with excellent titles 
from Namco, Capcom, and even 
Square. Luckily for us, Hudson and 
Sony are up to the task with Bloody 
Roar 2. Like the first Bloody Roar, the 
sequel stars a cast of nine martial- 
arts experts with the unique ability to 
morph into a variety of different 
animals. Along with a life bar, every 
combatant has a "rave meter" that 
fills up at varying speeds depending 
on how much damage the fighter 
inflicts or absorbs. When the rave 
meter starts to flash, you can change 
into an animal. Each character has an 
animal alter ego that makes them 
faster and stronger than in their 
human form, it's a welcome addition 
to the fighting genre, to say the least. 
Not only does morphing open up a 
whole new set of moves, but it adds a 
whole new element of strategy to the 
combat. Morphing at the right time 


can easily make the difference 
between winning and losing, and 
smart players will quickly learn to use 
it wisely. 

Hudson has really beefed up the 
in-game features, too. Aside from the 
regular one-on-one fighting and 
survival modes, Bloody Roar 2 also 
features an amusing story mode, an 
edit mode where you can change the 
look and physics of the fighters, and 
an interesting secret mode that 
allows you to create and link your 
own combos and attacks. 

Unfortunately, there were also 
some changes made to the balance 
of the fighters. Many of the fighters 
in the sequel seem terribly powerful 
in comparison to others, especially in 
the hands of expert players. Some 
characters have really excellent 
linking attacks and combos, and 
others don't. After some play time, 
we noticed that we were picking the 
same few fighters over and over 
again because we knew their attacks 



Bloody Roar 2 is the 
surprisingly good follow-up 
to a surpisingly good original 


were better than the rest. A greater 
boost to the weaker characters 
would have been a welcome 
addition. 

in the end, however, Bloody Roar 
2 is a visually pretty and fun-to-play 
fighting game with just enough to set 
it apart from the rest of the "me too" 
titles. Despite the minor balancing 
issues, there is a whole lot to like. 






























PLAYSTATION 


RATING 


WARZONE 2100 


ALEXI LALAS IIMTL. SOCCER 


Platform: PlayStation 

Publisher: Eidos Interactive 
Developer: Pumpkin Studios 


Platform: PlayStation 

Publisher: Take 2 Interactive 
Developer: Z-Axis 


□ s a strategy game for PC, 
Warzone 2100 is a four-star 
diversion, but the console version falls 
far short of even that goal. 

Both versions are notable for 
their attempts to inject new life into 
the RTS mold. The most interesting 
feature of the game is easily the 
"create-a-unit" option. Unlike other 
strategy games, you don't research 
individual units. Instead you research 
components, which can then be mixed 
and matched to form units. With over 
2,000 possible combinations, there are 
plenty of options. 

Another unique feature of the 
game is the persistence of the world. 
Moving from mission to mission 
doesn't necessarily mean starting from 
scratch. The player's base and units 
stay intact, giving the player an 
advantage, warzone 2100 provides a 
viable reason to protect your base, as 
it now becomes foolish to sacrifice it 
for the sake of a single mission. 

Despite these unique features, 
however, Warzone 2100 remains a 
barely average console title due to a 
poor controller interface; although it's 
nearly identical to that of the PC 
version, it works poorly with a console 
pad, creating much initial frustration. 

If you're willing to sit for a few 
hours and learn the intricacies of 
playing with a standard controller (or if 



Warzone 2100: further proof 
that PlayStation needs more 
than just a straight PC port 


you're one of the two people who own 
a PlayStation mouse), Warzone 2100 
can be an enjoyable game. Otherwise, 
stick to the PC version. The two play 
almost exactly the same, except that 
the mouse is standard on PC. 

As it is, Warzone 2100 for 
PlayStation is practically the definition 
of shuffleware. 


he last time soccer star Alexi 
Lalas attached his name to a 
sports title, it was a silly arcade 
game for PC called Red Hot Soccer. 
This time around, though, he's got it 
right. If you're looking for speedy, no- 
nonsense physical play, you could do 
a lot worse than Alexi Lalas 
international Soccer. 

On some levels, this flies in the 
face of some stiff PlayStation 
competition, including FIFA '99 and 
even World Cup '98, but the game 
still holds its own. A manageable 
interface enables smooth control for 
some 70 soccer clubs based on 
classic international teams. You'll get 
all the necessary gameplay goodies 
like passing and precise shooting, 
sudden death overtime, and penalty- 
kick shootouts. 

You can play friendly matches 
or dive into tournament play, and 
you can also customize your teams 
with ease. The team-management 
function allows you to pick your 
team and opponent, change 
formations and positions to suit your 
attack, and swap players either 
before the game or during play. 

You get some slick graphics, 
too. Six different cameras follow the 
play, utilizing some 250 motion- 
captured movements provided by 
American star Eric Wynalda. Most of 



Alexi Lalas international Soccer 
gets by mostly on personality, 
but it's worth a look 


the action is seen from a side¬ 
scrolling overhead camera, but 
spectacular moves and goals get full 
camera treatment in replays. 

The main drawback (if you're 
slow to pick up defensive codes) is 
the way opposing teams gloat when 
they score a goal on you. Dancing 
and high-fiving is a staple of almost 
all sports. But these animated hot 
dogs take it to extremes and all but 
rub your nose in it. 

Then again, that may encourage 
you to learn faster, play harder and 
rack up some "in your face!" get- 
even time. Then you can rub 
someone else's nose in it. 


GRAND THEFT AUTO: LONDON 1969 


Platform: PlayStation 

Publisher: Rockstar 
Developer: Take 2 



it's not exactly "shagadelic," but 
Grand Theft Auto: London 1969 
is still a decent romp through a 
life of crime — sure, it's morally 
reprehensible, but at least you 
have a reasonably good time 


□ hat bad boy of PC and console 
is back. Remember Grand Theft 
Auto, the rollicking king of digital 
misbehavior? Its casual approach to 
larceny, hit-and-run, drive-by 
shootings, and general mayhem 
raised disapproving eyebrows in the 
press and sent parental 
temperatures soaring. 

Now we have Grand Theft Auto: 
London 1969, the first mission pack 
ever for PlayStation, which is news in 
itself — though not necessarily 
welcome news if you don't have the 
original GTA in your personal game 
library. If you don't though, you still 
have a few options. Keep reading. 

Although set in swinging, bell- 
bottom-and-suede-era London, the 


premise is roughly the same as in 
the original. You're a low-grade 
hood, trying to fight your way to the 
top of London's criminal food chain. 
You'll trot from phone to phone for 
assignments, steal cars, accumulate 
weapons, shoot it out with mob 
enemies, and elude police. As you 
scale the depths of gangsterdom, 
you'll break the law in just about 
every way imaginable. 

A top-down map offers three 
big London levels and 33 distinct 
missions. The music is cool and the 
Brit ambiance fun, although the 
game is a bit short. Even with all the 
nefarious assignments (including 
some that are hidden), it doesn't 
take that long to work your way to 


the end — two or three days at most 
and it's over. 

Worse, as a mission pack it 
requires the older GTA to run. If you 
have the original, an add-on may 
seem an excellent idea. You'll get 
fresh activity and a new criminal 
reputation for a very low price. But if 
you don't have the earlier game, 
you'd be better off buying Grand 
Theft Auto: Director's Cut (also from 
Rockstar), which includes both the 
original and the London mission pack 
in one case. 

Either way though, GTA: London 
1969 is an enjoyable, if short lived, 
romp on the seamier side of the 
hippie-era Brit night life. 

***"£•& | 


91 


RATING 


NEXT GENERATION August 1999 _http://www.next-generation.com 





































NEXT GENERATION August 1999 


PC 


RATING 


JANE’S FLEET COMMAND 


EXPENDABLE 


92 


Platform: PC 

Publisher: Electronic Arts/ Jane’s Combat Simulations 
Developer: Sonalysts 


Platform: PC 

Publisher: Rage Software 
Developer: Rage Games 


□ he Jane's Combat people have a 
high-flying reputation for 
sticking to realism and accuracy. This 
time, however, they've added 3D eye 
candy to Fleet command, a real-time 
naval strategy game. 

The realism is still intact. Jane's 
Fleet Command puts you in control of 
a flotilla of modern fighting ships. 
You'll send submarines skulking into 
enemy waters, dispatch helicopters, 
launch fighters from carriers, and fire 
an arsenal of deadly missiles. They're 
all accurately designed and based on 
actual performance, if a real-life 
frigate is slow, your frigate is slow, if a 
real cruiser is armed to the teeth, so 
is yours. Each plane has its fuel-based 
range. Go beyond it, and you'll never 
get home. One would expect no less 
from Jane's. 

it's a complicated game, but the 
controls are remarkably easy to 
master. Four tutorials teach you the 
interface, the intricacies of air 
combat, surface operations, and how 


to use your carriers, in no time, you're 
ready to go to war. The rigorous 
combat situations are hypothetical 
but drawn from today's headlines 
(and in a bit of "truth is stranger than 
fiction," network news shows used it 
once as a visual aid during a U.S. 
bombing raid on Iraq). 

Pace is a problem. Naval 
engagements typically occur over 
great distances, and it takes time to 
place your fleet and close on the 
enemy. That's where the 3D comes 
into play. The game screen has a large 
2D map at the top, and a smaller 
regional map, 3D window, and data 
display at the bottom. But a key tap 
swaps the 3D and 2D displays, giving 
you an oversized view of unfolding 
action. 

So if the game turns slow and 
your ship is in no immediate danger, 
hook onto a Harpoon or a Sidewinder 
and follow the streaking missile to its 
target. You'll get some satisfying 
kabooms. 


IMPERIALISM II 


Platform: PC 

Publisher: Strategic 

Simulations 
Developer: Frog City 




A game that was pretty good to 
start with (and has its cadre of 
devotees) gets even better with 
the sequel, imperialism ll 


□ If you like building empires 
through exploration, trade, 
diplomacy, conquest, and old- 
fashioned financial chicanery, 
imperialism ll is the only way to go. 

Hot on the heels of the 
successful SSI original, this turn-based 
sequel may remind you of other 
strategy games like Civilization and 
Age of Empires, but it has its own 
unique charm. There are the usual 
tasks like building roads, managing 
resources, manipulating political 
alliances, and repelling foreign 
invasions on the European homefront, 
but you'll also do your best to explore 
and conquer the Americas so you can 
bring home rare minerals and luxury 
products like sugar, furs, and tobacco 
to keep your population happy. 

The New world is the added 
dimension in this wicked 
Machiavellian exercise. The original 
imperialism was set in the IS 01 and 
I9 m centuries, with the European 
states pretty well established. 
imperialism ll goes back to an earlier 
time, with untold riches and plunder 



Jane's simulations are some 
of the best around, and Fleet 
Command is no exception 


lying across a dark sea, waiting to be 
plucked by the first daring seafarers 
to reach them. 

Strategy is, of course, the 
backbone of the game. But 
imperialism ll demands more than 
just outproducing and outgunning 
your neighbors. You also need trade 
skills, transportation sense, and 
military know-how to build and feed 
your industrial force, dispatch sailing 
ships, and in general do your 
damnedest to outmaneuver other 
powers on the diplomatic front. 

The graphics are fairly simple, 
with only a few animations to liven 
the scenery. But the interface has 
been simplified (it's much easier to 
pull up order screens in this version 
than in the original), and the artificial 
intelligence is a lot smarter. Best of 
all, the fog-shrouded New world, with 
its trusting tribes and waiting riches, 
makes imperialism ll a whole new 
ball game. 

in fact, it's proof positive that 
turn-based strategy is far from dead. 


□ ne of Rage's previous PC efforts, 
incoming, was a brilliant 
demonstration of what could be 
accomplished with the latest 3D 
technology, yet it suffered criticism 
that its gameplay was shallow and 
repetitive. Those criticisms could 
certainly be leveled at Expendable, a 
better, but still limited, title. 

The gameplay borrows ideas 
from a number of classic and 
contemporary shoot-'em-ups. The 
designers confess the design was 
influenced by titles like Capcom's 
classic Commando and SNK's early 
effort, ikari warriors. Naturally, the 
gameplay has been updated to involve 
extra weapons and plenty of graphical 
flare. The player guides a lone warrior 
through scrolling hazard-filled terrain, 
destroying anything in his way. 

The main character is a 
genetically engineered soldier and is 
introduced in a remarkably (if 
incongruously amusing) rendered 
movie. After that it's auto-fire on, brain 
off, as you force your way into levels 
so pyrotechnically overdone that it's 
often difficult to track the progress of 
your soldier — the same problem that 
affected ASC's One. 

There are some frills and features 
in Expendable that provide added 
value. A two player cooperative mode 
is fun (although it does make things 
even more cluttered) and bump¬ 
mapping is used to good effect on 
suitably equipped PCs. Environments, 
while visually similar, switch from 
indoor to outdoor smoothly. 

All in all, a smart little shooter, but 
one with limited appeal in the PC 
market. A forthcoming Dreamcast 
version may be a better fit. 



Expendable doesn't exactly live 
down to its title — it's decent 
enough if you turn off your brain 


































PC/N64 


RATING 


MIDTOWN MADNESS 


ULTIMATE 8 8ALL 


Platform: PC 

Publisher: Microsoft 

Developer: Angel Studios 


Platform: PC 

Publisher: THQ 
Developer: Mirage 


idtown Madness is more than 
just another pedal-to-the-metal 
tribute to modern road rage, it's a 
harrowing exercise in manic high¬ 
speed racing competition through 
extraordinarily crowded streets. 

Chicago is the real star of this 
arcade racer. You get miles of free- 
ranging city streets. You can follow 
marked courses or just go cruising. All 
the familiar landmarks are there, from 
wrigley Field in the north to 
Chinatown, Soldier Field, and the Adler 
Planetarium in the south. 

wherever you go, you'll do it at 
top speed. Races include quick 
checkpoint sprints, longer circuit races 
with laps over charted courses, and 
all-out blitz races. Most of the later 
levels are locked. As a beginner, you 
must finish in the top three in at least 
three races to move on. Sign on as a 
pro, and only wins will work. 

Selection of vehicles is pretty 
wild, as well. You get the usual mix of 
Mustangs, GTRs, Caddies, and 
roadsters — but you also get sturdy 
pickup trucks, city buses, and 18- 
wheeler semis, guaranteed to bust 
through traffic. 

The sound is solid — nice music, 
the crunch of metal, screeching sirens 
as the local fuzz try to catch you, and 
snotty spectators shouting insults 
when your driving turns erratic. More 
impressive are the accelerated 
graphics. Random movements are 



Shades of The Blues Brothers 
— Midtown Madness lets you 
scream through the streets of 
Chicago at I20mph 


thoroughly detailed, from cars hurtling 
in front of you to cringing pedestrians 
when you lurch onto sidewalks. Buzz 
by O'Hare airport and you'll even see 
planes take off and land. 

Midtown Madness may not be a 
groundbreaking racing game, but it'll 
stay on your hard drive for a while and 
keep you playing. 


□ n an age where deer hunting, 
fishing, and bowling games 
seem nearly ubiquitous, it seems 
strange that pool has taken such a 
back seat, if there's a sport that 
"American guys" can really sink their 
teeth into, then it has to be pool. 

THQ's latest iteration of the game 
seems almost ridiculously 
comprehensive. 

First things first: the graphics, 
which include fully rendered 3D 
players, would look pretty good in the 
latest id title, never mind a billiards 
simulation. The table renders are also 
beautiful, and ball animation is perfect 
(if your machine can handle it). 

There are 14 different games to 
choose from, including U.S. and British 
8 Ball (it was developed by the U.K. 
company Mirage), standard 9 Ball and 
some slightly more obscure variations 
including Cut Throat, TenPin, 10 Ball, 
and Rotation. There are initially 15 
opponents to choose from, each with 
a distinct visual and pool style — 
however, they all seem to be pretty 
tough. This game gets hard very 
quickly in one-player mode. There are 
fifteen table shapes and sizes, too, 
giving you something to complain 
about when you miss an easy plant. 

Although the single player 
modes are varied and attractive, the 
multi (two, to be precise) player 
options are even more engrossing. 

The game can be played on a LAN or 


via the internet, and the nature of the 
game means that LAN lag and even 
modem speed are hardly an issue. All 
of which amounts to an absorbing 
and ultimately impressive pool title — 
making the most of a simple concept. 



RICH DIAMOND 


Platform: Nintendo 64 

Publisher: Ubi Soft 

Developer: Core Concepts 



If you like weak puzzle games, 
then boy, is Rich Diamond right 
up your alley — and may God 
have mercy on your soul 


escribed by developer Core 
Concepts as a "logical problem¬ 
solving game with an exciting 
action/adventure feel," Rich Diamond 
is actually a puzzle game wherein you 
play the role of a treasure hunter who 
must relentlessly pursue his beloved 
diamonds through eighty-plus levels 
full of monsters, arrows, ice, and 
huge rolling boulders. The game is 
played from a top-down perspective 
using either the mouse or the arrow 
keys, moving Rich Diamond one 
square at a time in one of the four 
primary directions. The object is to 
move pieces of the environment in 
the right sequences to reach the 


elusive diamonds, in an interesting 
wrinkle, instead of having to take the 
levels in order, they're presented in 
groups that can be tackled in any 
order, but which all must be 
completed before you can move on 
to the next group. 

Unfortunately, whatever the 
developer may claim, there's no 
action or adventure to be found in 
Rich Diamond beyond its meager 
attempt at a story and the fact that 
the motif happens to be of the 
Indiana Jones type — the objects in 
the game could have just as well 
been ray guns and Martians and it 
would have been the exact same 


game. The puzzle aspect is strong if 
a bit predictable; the levels have 
customizable backgrounds (desert, 
dungeon, jungle, or random) that 
break up the monotony; and a few of 
the puzzles are clever, although none 
are ever exactly brain twisting. 

Rich Diamond has a pleasant 
feel and a sticker price under thirty 
dollars: reason enough, perhaps, 
for some to give it a glance. 

However, considering how many 
better puzzle games there are out 
there (often costing even less), the 
rest of us don't think it's much of a 
bargain. 


93 


NEXT GENERATION August 1999 http://www.next-generation.com 




































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ENDING 


A 


QUESTION 

Treasure’s Contra clone for 
Genesis, which pushed the 
system to heights it never 
saw again 


WHAT EUER 
HAPPENED TO? 

Lords of Conquest 

Based on a board game, 
this turn-based strategy 
title from EA featured four- 
player-simultaneous play, a la 
M.U.L.E. and may have been 
the first game to enable you to 
create your own play maps 



Next Generation, a link to the past 


Retroview 


by Stewen Kent, author of a forthcoming book on the history of videogames 


ACCOLADE vs. SEGA Part II 


n April 3,1992, Judge Barbara 
Caulfield ruled in favor of 
Sega in a lawsuit against Accolade 
and ordered the small software 
maker to stop manufacturing, 
distributing, and developing 
Genesis-compatible products. At 
first glance, Judge Caulfield's 
decision seemed in harmony with 
the outcome of another 
infringement case that had recently 
concluded. The other case involved 
unauthorized NES cartridges being 
manufactured by Atari Games under 
the Tengen label. Nintendo had 
prevailed, but there were other 
circumstances involved. Atari had 
obtained plans for NES lockout 
security by falsely claiming they 
needed it for a court case to the 
Copyright Office. Accolade reverse 
engineered Genesis on its own. This 
form of reverse engineering was 
protected by the Fair use Doctrine, 
which defined how products could 
be examined and used. 

Accolade appealed Judge 
Caulfield's decision, and the case 
went to Stephen Reinhardt of the 
Ninth Circuit Court of Appeals on 
July 20,1992. (Reinhardt was the 
judge who presided over the Roe v. 
Wade abortion rights trial.) in his 
handling of this case. Judge 
Reinhardt demonstrated a clear- 
minded perception of the issues at 
hand and a broad understanding of 
the Fair use Doctrine, which was the 
legal premise that was the 
underpinning of Accolade's case. 

The question is whether the 
computer manufacturer may enjoin 
competing cartridge manufacturers 
from gaining access to its 


computers through the use of the 
code on the ground that such use 
will result in the display of a false 
trademark. Again, our holding is 
based on the public policies 
underlying the statue. We hold that 
when there is no other method of 
access to the computer that is 
known or readily available to rival 
cartridge manufacturers, the use of 
the initialization code does not 
violate the Act even though that use 


triggers a misleading trademark 
display. 

Judge Reinhardt 

Reinhardt noted that the TMSS 
file, which contained somewhere 
between 20 and 25 bytes of data, 
was miniscule when compared to 
the 500,000 to 1,500,000 bytes of 
data contained in the entire game. 
The data in the games, according to 
Reinhardt, was overwhelmingly 
original and deserved to compete in 
a free market. This, he felt, was to 
the benefit of the public. 

Sega's attorneys defended the 
original decision by pointing out 
that their client had invested time 
and capital designing and 
manufacturing Genesis. Even after 
Genesis shipped, Sega continued 
spending millions of dollars 
marketing it. They characterized 
Accolade as a "free rider" benefiting 
from time and investment. 

Reinhardt dismissed this argument, 
however, as the "'sweat of the 


brow' rationale for copyright 
protection." Just as Judge Caulfield 
said that Accolade took a risk in 
adding the TMSS code and could be 
excused by claiming it did not know 
that using the code would result in 
a trademark abuse, Judge Reinhardt 
now held Sega responsible for 
attaching its trademark to an 
unlicensed game. 

Sega knowingly risked two 


significant consequences: the false 
labeling of some competitors' 
products and the discouraging of 
other competitors from 
manufacturing Genesis-compatible 
games. Under the Latham Act, the 
former conduct, at least, is clearly 
unlawful. 

Judge Reinhardt 

Without completely absolving 
Accolade of all wrongdoing, Judge 
Reinhardt struck down Judge 
Caulfield's injunctions. The 
immediate ramifications of Judge 
Reinhardt's rulings were short-lived. 
Within a year of the trial, Accolade 
was an official Sega licensee. The 
long-term ramifications of the case 
were significant, however. Sega 
Enterprises v. Accolade has been 
sited in nearly every videogame trial 
involving reverse engineering and 
unlicensed products since 1993, 
and will almost inevitably be 
mentioned in Sony's upcoming 
cases against Connectix and Bleem. 



Sega v. Accolade has been cited in 
nearly every videogame trial involving 
reverse engineering since 1993 
















RETROVIEW 


Relode 



nyone who owned a 
personal computer in the 
early '80s will likely recall a clever 
puzzle and action game titled 
Lode Runner. Few know, however, 
that this was the debut game 
from a University of Washington 
student named Douglas Smith. 

In the summer of 1982, Smith 
wrote Donkey Dung on a 
mainframe VAX 11780 computer 
while working in the University's 


secretary, in an effort to keep his 
desk clear, was summarily 
rejecting all submissions. 

Smith's hopes were bruised, 
but at the urging of a local 
Computerland employee who 
loved and believed in the game, 
he persevered. His next step was 
to borrow a thousand bucks to 
purchase a color monitor, a 
joystick, and some development 
software that enabled him to add 


On a whim Smith submitted the game, 
under the name Miner , to software 
publisher Broderbund 


computer center, in lieu of 
graphics, Smith used the available 
character set, casting the dollar 
sign as the protagonist and the 
paragraph marks as enemies. He 
had no intention of marketing the 
project, which he created just for 
the fun of it. 

When his nephew expressed 
an interest in playing the game at 
home, however, Smith spent three 
days rewriting the game for the 
Apple II. And on a whim, Smith 
submitted the game, under the 
name Miner, to software publisher 
Broderbund. The response was as 
prompt as it was hopeless: He 
received a one-line rejection letter 
that same week. Little did Smith 
know that Broderbund's president, 
Doug Carlson, was out of the 
office with a broken leg. His 


color graphics and joystick 
support to the game. 

He then re-submitted the 
game to Broderbund as well as 
three other Apple II software 
publishers: Sierra, Synergistic, and 
Sirrus. Within three days, he had 
eager offers from all four 
companies. 

Since Broderbund was more 
of a known quantity to Smith than 
the other companies were, he 
chose it as the game's publisher. 
Broderbund's major suggestion for 
the game was a name change. 
Because the name Miner was so 
similar to another computer game. 
Miner 2049er, Broderbund 
renamed the game Lode Runner. 

From December to June, 

Smith created the final Apple II 
version of Lode Runner. The first 


copy of Lode Runner shipped June 
23,1983. Since that time, Lode 
Runner and its sequels have been 
ported to 15 computer and game 
platforms and sold more than 
three million copies worldwide. 

Surprisingly, Smith didn't 
follow up the game with more 
titles: between 1983 and 1990, he 
became a full-time ski bum and 
disassociated himself from the 
game industry. 

But in 1990, Smith "got 
sucked back in" and ended up 
working at a string of companies: 
Distinctive Software, Square Soft, 
Microprose, and EA. Recently he 
guided Big Bang software's 
development of Lode Runner 3D, 
published by Infogrames for 
Nintendo 64. RDjeD 




Douglas smith, the man who 
started the Lode Runner dynasty 
while still a student at the 
university of Washington 


NEXT GENERATION August 1999 http://www.next-generation.com 















































NEXT GENERATION August 1999 


Write in the center of things 



Letters 



□ 've heard two rumors about 
Dreamcast. The first was 
that it would launch with Sega 
Rally 2. The other said that there 
would be a "Dreamcast Magazine" 
simultaneously launching with the 
system that would have a demo 
disc every month (sort of like 
what your magazine used to have) 
but was strictly Dreamcast stuff. 
Can you clarify these? 

Ariel A. Ventura 
acedaman@att.net 

Yes, and yes. Sega Rally 2 will be 
available shortly after the U.S. 
launch, and there will be a 
Dreamcast magazine. In fact, 

Next Generation alum Simon 
Cox is the editor in chief, joined by 
Advanced Strategies guru 
Francesca Reyes. It will be 
published by Imagine Media on a 
bimonthly schedule. And it will 
include a demo disc. 

read NG 54's article about 
Dreamcast vs. PlayStation 2 
and there was something you said 
that, now that I think of it, I have 
to say sounds completely wrong, 
in your assessment of PlayStation 
2's "weaknesses" you contend 
that because it is backward- 
compatible with PlayStation 1, it 
will be tougher for new software 
to stand out. Wouldn't backward 


compatibility only help it? It's 
because of backward 
compatibility l know I'm going to 
buy one. The real reason I think it 
will work is because the PC has 
been doing this forever, but that 
doesn't stop people from buying 
the best, newest software, it just 
means that people don't have to 
eventually throw out all their old 
games like a lot of people do. I 
mean even now you can buy $10 
games, but what do you save your 
money for? You save it for the 
new $50 game that everybody 
says is great. 

Josh Boutte 

goku_1 12@yahoo.com 

A better analogy than PC, where 
hardware performance increases 
every day, is Game Boy Color. 
While the color version is clearly 
superior to the monochrome one, 
many publishers are still insisting 
that developers make games that 
are compatible with both, and it is 
tough for color-exclusive titles to 
stand out on shelves — the boxes 
look the same, so why pay $40 
for this one when another costs 
only $15? For informed 
consumers (like the readers of 
this magazine), this isn't a big 
deal, but for the vast majority of 
game buyers — the mass market 
— it could be, which would be a 


serious problem for publishers. 

ooking over the videogame 
rating system the last time l 
was in Wal-Mart, I noticed there 
was an Adults Only rating, but I've 
never seen any game rated Adult, 
only Mature. Are there any games 
rated Adult? 

Tim Herschbach 

Grove, OK 

Believe it or not, there are a few 
titles that carry the- ESRB "Adults 
Only," or A-0 rating, which seems 
to be reserved exclusively for 
products containing "Strong Sexual 
Content." Probably for this reason, 
you're not likely to find them at 
Wal-Mart or any other large chain, 
like CompUSA, for example — they 
categorically refuse to carry titles 
with that rating, in fact, a couple of 
years back when Phantasmagoria 
II: A Puzzle of Flesh (which included 
scenes in a bondage club and a 
brief topless shot) was threatened 
with an A-0 rating, Sierra declined 
to have the ESRB rate the game at 
all, instead putting their own "17+" 
stickers on the shrinkwrap just so 
major outlets would stock it (not 
that this helped — the game still 
stunk, and it bombed). 

Actually, of the ten (count 'em: 
ten ) titles which have submitted to 
the ESRB's A-0 rating, most of 
them are called things like All Nude 


Nikki, and only one, Black 
Dragon's Rianna Rouge, can even 
really be classified as a game (and 
even in that case, it's a stretch). 
Fact is, most of the titles that 
could be rated A-0 are made by 
folks who probably don't care the 
ESRB exists and don't plan on 
hawking their wares in places 
where games are sold anyway. 

n pages 60-61 of ng 54, 
there's an ad for the 
"TiltPak" N64 controller. There's a 
middle-aged man playing a game 
on N64, and the controller isn't 
even plugged into the first-player 
slot, which is an obvious goof, but 
what game is that he's playing? I 
don't know of any space mecha 
game for N64 other than Star Fox, 
and that's not Star Fox. It's not a 
Japanese game, because the box 
is an American one, and the 
lettering is too blurry to read. It 
looks so cool, anime-style mecha 
on the N64... drool... 

Jonathan □ Ma 
jonjonm@juno.com 

Actually, there's no reason to be 
excited whatsoever — the game 
in the ad doesn't really exist. It's 
just a composite of a few CG 
elements put together by the 
company that made the ad. 
According to a source at Pelican 
Accessories, using an actual game 





























image would have meant paying 
somebody for it, so they faked it. 
Now, please put your saliva back 
where it belongs. 

n your review of Street 
Sk8ter you mentioned Skate 
or Die as being released on Atari 
7800. As far as I can remember 
(from many enjoyable hours 
playing it) this game was released 
on NES, not on Atari 7800. 

John Anderson 
usurpen_31 @hotmail.com 

You are indeed correct, sir. The 
reviewer in question (who was 
possibly confused by thinking of 
Super Skateboardin' for Atari 7800 
— a truly loathsome title easily on 
par with Street SkSter) has been 
locked in the basement with a 
grue and no light. We're sure he'll 
feel really bad, if he lives. 

'd just like to say a few 
words about media hype 
and how it effects games and 
gaming systems in the industry. 

As the average idiot can tell you, 
it can either boost support for a 
system or totally kill it. What 
bothers me is all the hype about 
Sega Dreamcast. Just stop it and 
let the system prove for itself that 
it is the best on the market. I've 
been quite annoyed at all the 
attention you've given the system, 
and quite frankly, l could give a 
rat's ass. It's not even out yet. 


if Sega wants me to buy one, they 
should let the games and the 
system speak for themselves and 
not rely on the hype you and the 
various ads that I've seen 
generate. 

Let me give you an example 
of how hype affected me. After 
many anticipated months of the 
release of zelda 64 ,1 was excited 
when the game finally came out, 
and l brought my reserved copy 
home. After a week, I finished it 
and l was sorely disappointed. 
Ocarina of Time was just a version 
of A Link To The Past with a 
facelift. All the news reports, 


advertising, reviews, and other 
media nonsense that pointed 
out that this was going to be a 
great game were far from the 
truth. It was so totally unoriginal, 
and l was a sucker for buying into 
the hype. 

So please let Dreamcast stand 
on its own. If it is the great system 
you claim it to be, it will impress 
me without the hype, and I will 
purchase it. Sorry if I offended 
anyone. It's just something to think 
about. 

Ricky Brantley 

Lynn Haven, FL 





For the record, Ricky, Dreamcast 
is out, and has been for some 
time in Japan, and it's fair game 
for evaluating. We at Next 
Generation have never 
deliberately "hyped" anything, we 
happen to like Dreamcast and 
many of its games, and as a new 
system it bears as much coverage 
as we can give it (as will 
PlayStation 2 and Nintendo's 
Dolphin, in their time) — we're 
called Next Generation for a 
reason. And if you're in the habit 
of letting things build up in your 
mind until the reality can't 
possibly satisfy you, we 
can't help you there. 0\E© 



Phone: 219-493-3722 

Everybody has the 
ewest, latest, greatest] 
(we do to)._I 


It's just that, 


we do so love 




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I\lext Month 

On September 9,1999... 

Sega will unleash its last attempt at console dominance. 
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60+ Dreamcast games previewed 
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